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Aquaria/BBGE/SoundManager.h
fgenesis cf6556b94d Implement stereo to mono mixing for proper L/R separation even for stereo samples.
This mixes only those sounds that are supposed to be played positional.
All centered (default) sounds are played in stereo, as usual.
2013-07-24 19:57:13 +02:00

285 lines
5.8 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef SOUNDMANAGER_H
#define SOUNDMANAGER_H
#include <string>
#include <list>
#include <queue>
#include <set>
#include "Vector.h"
// if using SDL_MIXER
//const int BBGE_AUDIO_NOCHANNEL = -1;
#define BBGE_BUILD_FMODEX
//#define BBGE_BUILD_BASS20
//#define BBGE_BUILD_SDLMIXER
//#define BBGE_BUILD_IRRKLANG
//#define BBGE_BUILD_OPENALOGG
#ifdef BBGE_BUILD_OPENALOGG
const int BBGE_AUDIO_NOCHANNEL = -1;
#elif defined(BBGE_BUILD_FMODEX)
const int BBGE_AUDIO_NOCHANNEL = 0;
#endif
const int BBGE_AUDIO_LOOPINFINITE = -1;
const int BBGE_AUDIO_LOOPNONE = 0;
namespace SoundCore
{
#if defined(BBGE_BUILD_OPENALOGG)
//struct Buffer;
#elif defined(BBGE_BUILD_FMODEX)
typedef void *Buffer;
#endif
}
enum SoundEffectType
{
SFX_NONE = -1,
SFX_FLANGE = 0,
SFX_MAX
};
enum SoundLoopType
{
SLT_NONE = -1,
SLT_NORMAL = 0,
SLT_LOOP = 0,
SLT_OFF = 1,
SLT_BI = 2
};
enum SoundFadeType
{
SFT_NONE = -1,
SFT_IN = 0,
SFT_CROSS = 1,
SFT_OUT = 2
};
enum SoundConditionType
{
SCT_NONE = -1,
SCT_NORMAL = 0,
SCT_ISNOTPLAYING = 1
};
enum SoundVoiceType
{
SVT_QUEUE = 0,
SVT_INTERRUPT = 1
};
enum SoundLoadType
{
SFXLOAD_CACHE = 0,
SFXLOAD_LOCAL = 1
};
struct PlaySfx
{
PlaySfx() : priority(0.5), handle(0), vol(1), fade(SFT_NONE),
time(0), freq(1), loops(0), channel(BBGE_AUDIO_NOCHANNEL),
maxdist(0), x(0), y(0), relative(true), positional(false) {}
std::string name;
intptr_t handle;
float vol;
float time;
float freq;
int loops;
int channel;
float priority;
float maxdist; // distance gain attenuation. if 0: use default value, -1: don't attenuate at all
SoundFadeType fade;
float x, y;
bool relative; // relative to listener?
bool positional; // if true, this indicates that we want positional sound (stereo will be downmixed to mono to make OpenAL happy)
};
class SoundHolder; // defined below
class SoundManager
{
public:
SoundManager(const std::string &defaultDevice="");
~SoundManager();
void stopAll();
void setChannelVolume(void *chan, float v);
void loadSoundCache(const std::string &spath="sfx/cache/", const std::string &ftype=".ogg", void progressCallback()=NULL);
void stopAllSfx();
void clearLocalSounds();
void setVoicePath2(const std::string &voicePath2) { this->voicePath2 = voicePath2; }
SoundCore::Buffer loadLocalSound(const std::string &sound);
SoundCore::Buffer loadSoundIntoBank(const std::string &filename, const std::string &path, const std::string &format, SoundLoadType = SFXLOAD_CACHE);
SoundCore::Buffer getBuffer(const std::string &name);
void *playSfx(const PlaySfx &play);
void *playSfx(const std::string &name, float vol=1);
bool playMusic(const std::string &name, SoundLoopType=SLT_NORMAL, SoundFadeType sft=SFT_NONE, float trans=0, SoundConditionType sct=SCT_NORMAL);
bool playVoice(const std::string &name, SoundVoiceType=SVT_QUEUE, float vmod=-1);
float getMusicFader();
float getVoxFader();
void setListenerPos(float x, float y);
void setSoundPos(void *channel, float x, float y);
void setSoundRelative(void *channel, bool relative);
std::string getVolumeString();
void toggleEffectMusic(SoundEffectType effect, bool on);
void clearFadingSfx();
void setMusicSpeed(float speed);
void setModSpeed(float speed);
bool isPlayingMusic(const std::string &name);
void setSfxChannelsVolume(float v);
bool isPaused();
void stopVoice();
void stopAllVoice();
void stopMusic();
void stopSfx(void *channel);
void fadeSfx(void *channel, SoundFadeType sft=SFT_OUT, float t=0.8);
void fadeMusic(SoundFadeType sft=SFT_OUT, float t=1);
bool isPlayingMusic();
bool isPlayingVoice();
void onVoiceEnded();
void setVoiceFader(float v);
void setMusicFader(float v, float t=0);
void setMusicVolume(float v);
void setSfxVolume(float v);
void setVoiceVolume(float v);
float getSfxVol();
void updateChannelVolume(void *ch, float v=1);
void pause();
void resume();
/*
void setMusVol(float v, float t=0);
void setSfxVol(float v, float t=0);
void setVoxVol(float v, float t=0);
void setMusMul(float v, float t=0);
void setSfxMul(float v, float t=0);
void setVoxMul(float v, float t=0);
float getTotalSfxVol();
float getTotalMusVol();
float getTotalVoxVol();
*/
float getVoiceTime();
void update(float dt);
bool enabled;
bool checkError();
void error(const std::string &errMsg);
EventPtr event_playVoice, event_stopVoice;
std::string lastVoice, lastMusic;
typedef std::list<std::string> LocalSounds;
LocalSounds localSounds;
void setOverrideVoiceFader(float v);
std::string audioPath2;
void getStats(int *curAlloc, int *maxAlloc);
std::string reverbKeyword;
private:
std::string voicePath2;
float overrideVoiceFader;
// sound voice music
InterpolatedVector voxVol;
InterpolatedVector musVol;
float sfxVol;
float voiceFader, sfxFader;
std::queue<std::string> voxQueue;
void (*loadProgressCallback)();
};
class SoundHolder
{
friend class SoundManager;
public:
void updateSoundPosition(float x, float y);
void stopAllSounds();
void unlinkSound(void *channel);
void linkSound(void *channel);
void unlinkAllSounds();
protected:
virtual ~SoundHolder();
private:
std::set<void*> activeSounds;
};
extern SoundManager *sound;
#endif