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Aquaria/BBGE/SoundManager.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

248 lines
5.1 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 <stdlib.h>
#include <string>
#include <list>
#include "Vector.h"
#include "Event.h"
#define BBGE_AUDIO_NOCHANNEL NULL
const int BBGE_AUDIO_LOOPINFINITE = -1;
const int BBGE_AUDIO_LOOPNONE = 0;
namespace SoundCore
{
typedef void *Buffer;
}
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),
maxdist(0), x(0), y(0), relative(true), positional(false) {}
std::string name;
intptr_t handle;
float vol;
float time;
float freq;
int loops;
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();
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::vector<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::list<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::vector<void*> activeSounds;
};
extern SoundManager *sound;
#endif