mirror of
https://github.com/AquariaOSE/Aquaria.git
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cf6556b94d
This mixes only those sounds that are supposed to be played positional. All centered (default) sounds are played in stereo, as usual.
285 lines
5.8 KiB
C++
285 lines
5.8 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef SOUNDMANAGER_H
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#define SOUNDMANAGER_H
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#include <string>
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#include <list>
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#include <queue>
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#include <set>
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#include "Vector.h"
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// if using SDL_MIXER
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//const int BBGE_AUDIO_NOCHANNEL = -1;
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#define BBGE_BUILD_FMODEX
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//#define BBGE_BUILD_BASS20
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//#define BBGE_BUILD_SDLMIXER
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//#define BBGE_BUILD_IRRKLANG
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//#define BBGE_BUILD_OPENALOGG
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#ifdef BBGE_BUILD_OPENALOGG
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const int BBGE_AUDIO_NOCHANNEL = -1;
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#elif defined(BBGE_BUILD_FMODEX)
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const int BBGE_AUDIO_NOCHANNEL = 0;
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#endif
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const int BBGE_AUDIO_LOOPINFINITE = -1;
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const int BBGE_AUDIO_LOOPNONE = 0;
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namespace SoundCore
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{
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#if defined(BBGE_BUILD_OPENALOGG)
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//struct Buffer;
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#elif defined(BBGE_BUILD_FMODEX)
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typedef void *Buffer;
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#endif
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}
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enum SoundEffectType
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{
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SFX_NONE = -1,
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SFX_FLANGE = 0,
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SFX_MAX
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};
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enum SoundLoopType
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{
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SLT_NONE = -1,
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SLT_NORMAL = 0,
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SLT_LOOP = 0,
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SLT_OFF = 1,
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SLT_BI = 2
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};
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enum SoundFadeType
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{
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SFT_NONE = -1,
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SFT_IN = 0,
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SFT_CROSS = 1,
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SFT_OUT = 2
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};
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enum SoundConditionType
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{
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SCT_NONE = -1,
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SCT_NORMAL = 0,
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SCT_ISNOTPLAYING = 1
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};
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enum SoundVoiceType
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{
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SVT_QUEUE = 0,
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SVT_INTERRUPT = 1
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};
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enum SoundLoadType
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{
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SFXLOAD_CACHE = 0,
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SFXLOAD_LOCAL = 1
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};
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struct PlaySfx
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{
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PlaySfx() : priority(0.5), handle(0), vol(1), fade(SFT_NONE),
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time(0), freq(1), loops(0), channel(BBGE_AUDIO_NOCHANNEL),
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maxdist(0), x(0), y(0), relative(true), positional(false) {}
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std::string name;
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intptr_t handle;
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float vol;
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float time;
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float freq;
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int loops;
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int channel;
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float priority;
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float maxdist; // distance gain attenuation. if 0: use default value, -1: don't attenuate at all
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SoundFadeType fade;
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float x, y;
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bool relative; // relative to listener?
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bool positional; // if true, this indicates that we want positional sound (stereo will be downmixed to mono to make OpenAL happy)
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};
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class SoundHolder; // defined below
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class SoundManager
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{
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public:
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SoundManager(const std::string &defaultDevice="");
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~SoundManager();
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void stopAll();
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void setChannelVolume(void *chan, float v);
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void loadSoundCache(const std::string &spath="sfx/cache/", const std::string &ftype=".ogg", void progressCallback()=NULL);
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void stopAllSfx();
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void clearLocalSounds();
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void setVoicePath2(const std::string &voicePath2) { this->voicePath2 = voicePath2; }
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SoundCore::Buffer loadLocalSound(const std::string &sound);
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SoundCore::Buffer loadSoundIntoBank(const std::string &filename, const std::string &path, const std::string &format, SoundLoadType = SFXLOAD_CACHE);
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SoundCore::Buffer getBuffer(const std::string &name);
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void *playSfx(const PlaySfx &play);
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void *playSfx(const std::string &name, float vol=1);
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bool playMusic(const std::string &name, SoundLoopType=SLT_NORMAL, SoundFadeType sft=SFT_NONE, float trans=0, SoundConditionType sct=SCT_NORMAL);
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bool playVoice(const std::string &name, SoundVoiceType=SVT_QUEUE, float vmod=-1);
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float getMusicFader();
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float getVoxFader();
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void setListenerPos(float x, float y);
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void setSoundPos(void *channel, float x, float y);
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void setSoundRelative(void *channel, bool relative);
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std::string getVolumeString();
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void toggleEffectMusic(SoundEffectType effect, bool on);
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void clearFadingSfx();
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void setMusicSpeed(float speed);
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void setModSpeed(float speed);
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bool isPlayingMusic(const std::string &name);
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void setSfxChannelsVolume(float v);
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bool isPaused();
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void stopVoice();
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void stopAllVoice();
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void stopMusic();
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void stopSfx(void *channel);
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void fadeSfx(void *channel, SoundFadeType sft=SFT_OUT, float t=0.8);
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void fadeMusic(SoundFadeType sft=SFT_OUT, float t=1);
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bool isPlayingMusic();
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bool isPlayingVoice();
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void onVoiceEnded();
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void setVoiceFader(float v);
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void setMusicFader(float v, float t=0);
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void setMusicVolume(float v);
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void setSfxVolume(float v);
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void setVoiceVolume(float v);
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float getSfxVol();
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void updateChannelVolume(void *ch, float v=1);
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void pause();
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void resume();
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/*
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void setMusVol(float v, float t=0);
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void setSfxVol(float v, float t=0);
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void setVoxVol(float v, float t=0);
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void setMusMul(float v, float t=0);
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void setSfxMul(float v, float t=0);
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void setVoxMul(float v, float t=0);
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float getTotalSfxVol();
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float getTotalMusVol();
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float getTotalVoxVol();
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*/
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float getVoiceTime();
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void update(float dt);
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bool enabled;
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bool checkError();
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void error(const std::string &errMsg);
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EventPtr event_playVoice, event_stopVoice;
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std::string lastVoice, lastMusic;
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typedef std::list<std::string> LocalSounds;
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LocalSounds localSounds;
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void setOverrideVoiceFader(float v);
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std::string audioPath2;
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void getStats(int *curAlloc, int *maxAlloc);
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std::string reverbKeyword;
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private:
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std::string voicePath2;
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float overrideVoiceFader;
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// sound voice music
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InterpolatedVector voxVol;
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InterpolatedVector musVol;
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float sfxVol;
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float voiceFader, sfxFader;
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std::queue<std::string> voxQueue;
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void (*loadProgressCallback)();
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};
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class SoundHolder
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{
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friend class SoundManager;
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public:
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void updateSoundPosition(float x, float y);
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void stopAllSounds();
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void unlinkSound(void *channel);
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void linkSound(void *channel);
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void unlinkAllSounds();
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protected:
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virtual ~SoundHolder();
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private:
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std::set<void*> activeSounds;
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};
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extern SoundManager *sound;
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#endif
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