1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef AUDIO_CHANNEL_H
#define AUDIO_CHANNEL_H
#include <map>
#include <vector>
#include <string.h>
#include "System/Sound/IAudioChannel.h"
#include <boost/thread/recursive_mutex.hpp>
struct GuiSoundSet;
class CSoundSource;
class CWorldObject;
/**
* @brief Channel for playing sounds
*
* Has its own volume "slider", and can be enabled / disabled seperately.
* Abstract base class.
*/
class AudioChannel : public IAudioChannel {
public:
AudioChannel();
~AudioChannel() {}
void Enable(bool newState);
void SetVolume(float newVolume);
void PlaySample(size_t id, float volume = 1.0f);
void PlaySample(size_t id, const float3& pos, float volume = 1.0f);
void PlaySample(size_t id, const float3& pos, const float3& velocity, float volume = 1.0f);
void PlaySample(size_t id, const CWorldObject* obj, float volume = 1.0f);
void PlayRandomSample(const GuiSoundSet& soundSet, const CWorldObject* obj);
void PlayRandomSample(const GuiSoundSet& soundSet, const float3& pos);
void StreamPlay(const std::string& path, float volume = 1.0f, bool enqueue = false);
/**
* @brief Stop playback
*
* Do not call this if you just want to play another file (for performance).
*/
void StreamStop();
void StreamPause();
float StreamGetTime();
float StreamGetPlayTime();
protected:
void FindSourceAndPlay(size_t id, const float3& pos, const float3& velocity, float volume, bool relative);
void SoundSourceFinished(CSoundSource* sndSource);
private:
std::map<CSoundSource*, bool> cur_sources;
//! streams
struct StreamQueueItem {
StreamQueueItem() : volume(0.f) {}
StreamQueueItem(const std::string& fileName, float& volume)
: fileName(fileName)
, volume(volume)
{}
std::string fileName;
float volume;
};
CSoundSource* curStreamSrc;
std::vector<StreamQueueItem> streamQueue;
static const size_t MAX_STREAM_QUEUESIZE;
};
#endif // AUDIO_CHANNEL_H
|