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ryzom-core/code/nel/src/sound/background_source.h

101 lines
2.8 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 NL_BACKGROUND_SOURCE_H
#define NL_BACKGROUND_SOURCE_H
#include "nel/misc/types_nl.h"
//#include "nel/sound/u_source.h"
#include "source_common.h"
#include "background_sound.h"
namespace NLSOUND {
class CBackgroundSound;
/** Implemetation class for background source.
* Complex source are source that use a CPatternSound object.
* \author Boris Boucher.
* \author Nevrax
*/
class CBackgroundSource : public CSourceCommon , public CAudioMixerUser::IMixerUpdate
{
public:
/// Constructor
CBackgroundSource (CBackgroundSound *backgroundSound=NULL, bool spawn=false, TSpawnEndCallback cb=0, void *cbUserParam = 0, NL3D::CCluster *cluster = 0);
/// Destructor
~CBackgroundSource ();
/// Return the sound binded to the source (or NULL if there is no sound)
virtual TSoundId getSound();
virtual void play();
/// Stop playing
virtual void stop();
TSOURCE_TYPE getType() const {return SOURCE_BACKGROUND;}
void setGain( float gain );
void setRelativeGain( float gain );
void setPos( const NLMISC::CVector& pos );
void setVelocity( const NLMISC::CVector& vel );
void setDirection( const NLMISC::CVector& dir );
void updateFilterValues(const float *filterValues);
private:
/// Mixer update
void onUpdate();
/// Sub source possible status.
enum TSubSourceStatus
{
/// The sub source is playing.
SUB_STATUS_PLAY,
/// The sub source is stopped : it is masked by environnemt status.
SUB_STATUS_STOP,
/// The sub source have fail to play, either because of distance or no available track...
SUB_STATUS_PLAY_FAIL
};
/// Sub source info.
struct TSubSource
{
/// Sub source instance.
USource *Source;
/// Sub source status.
TSubSourceStatus Status;
/// Sub source filter.
UAudioMixer::TBackgroundFlags Filter;
};
/// The sound static data.
CBackgroundSound *_BackgroundSound;
/// The sub sources container.
std::vector<TSubSource> _Sources;
};
} // NLSOOUND
#endif // NL_BACKGROUND_SOURCE_H