khanat-opennel-code/code/nel/tools/3d/object_viewer/sound_system.h
botanic be9704a768 Upload button setup
TODO: add files to database
TODO: hash folder to stick files in
2014-09-04 19:58:04 -07:00

109 lines
3.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef OV_SOUND_SYTEM_H
#define OV_SOUND_SYTEM_H
#include <nel/misc/types_nl.h>
#include <nel/misc/vector.h>
#include <string>
#include <set>
#include "nel/sound/sound_anim_manager.h"
namespace NLSOUND
{
class UAudioMixer;
class USource;
}
namespace NLMISC
{
class CMatrix;
}
/// this class init the sound system used by the object viewer
class CSoundSystem
{
public:
/// set the name of the file containing the sound bank
/* static void addSoundBank(const std::string &soundBankFileName)
{
_SoundBanksFileName.insert(soundBankFileName);
}
*/ /// set the name of the file containing the sample bank
static void addSampleBank(const std::string &sampleBankFileName)
{
_SampleBanksFileName.insert(sampleBankFileName);
}
static void setSamplePath(std::string& path) { _SamplePath = NLMISC::CPath::standardizePath(path, true); }
static void setPackedSheetPath(std::string& path) { _PackedSheetPath = NLMISC::CPath::standardizePath(path, true); }
/** Init the sound system this also load the sound bank
* See setSoundBank
*/
static void initSoundSystem(void);
/// release the sound system
static void releaseSoundSystem(void);
/// set the listener matrix.
static void setListenerMatrix(const NLMISC::CMatrix &m);
/// poll sound. Must be called periodically
static void poll(void);
// spawn a sound at the user position
static void play(const std::string &soundName);
// create a sound at the user position (don't spawn it)
static NLSOUND::USource *create(const std::string &soundName);
// get the audio mixer, or null if init failed
static NLSOUND::UAudioMixer *getAudioMixer(void) { return _AudioMixer; }
/// Load the sound animation with the specified name
static void loadAnimation(std::string& name) { _AnimManager->loadAnimation(name); }
/// Start playing a sound animation.
static void playAnimation(std::string& name, float lastTime, float curTime, NLSOUND::CSoundContext &context);
/// Update the sound animations.
//static void updateAnimations(float lastTime, float curTime) { _AnimManager->update(lastTime, curTime); };
/// Returns a reference to the animation manager
static NLSOUND::CSoundAnimManager* getSoundAnimManager() { return _AnimManager; }
private:
static NLSOUND::UAudioMixer *_AudioMixer;
// static std::set<std::string> _SoundBanksFileName;
static std::set<std::string> _SampleBanksFileName;
static NLSOUND::CSoundAnimManager *_AnimManager;
//static sint _AnimIndex;
//static NLSOUND::TSoundAnimId _CurrentAnimation;
//static NLSOUND::TSoundAnimPlayId _CurrentPlayback;
static NLMISC::CVector _Zero;
static std::string _SamplePath;
static std::string _PackedSheetPath;
};
#endif