1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-10 06:39:49 +00:00
OpenMW/apps/openmw/mwsound/soundmanager.hpp

77 lines
3.1 KiB
C++
Raw Normal View History

#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <string>
#include <map>
namespace Interpreter
{
class Context;
}
namespace MWSound
{
// Note to the sound implementor (can be removed once the implementation is complete):
//
// - the dummy implementation allows only one sound effect per object at a time. I am
// not sure, if that is what Morrowind does. Beyond the dummy code in this class the script
// system does not make any assumption about the number of sound effects.
//
// - the handle argument below is the ogre handle. Since we can assume, that all objects
// that play a sound are in an active cell, they must have a handle. Sound script instructions
// that reference objects not in an active cell will be taken care of long before the flow
// of control reached this class.
//
// - all text-output (error messages and such) must be directed through the
// context.messageBox interface.
//
// - the -> script syntax is not implemented yet ( script instructions of the type
// npc_x -> say "file", "text"
// aren't working)
class SoundManager
{
std::map<std::string, std::string> mSounds; // object, sound (for testing only)
public:
void say (const std::string& handle, const std::string& filename,
const std::string& text, Interpreter::Context& context);
///< Make an actor say some text.
/// \param handle Handle as returned from render-subsystem
/// \param filename name of a sound file in "Sound/Vo/" in the data directory.
/// \param text Subtitle
bool sayDone (const std::string& handle, Interpreter::Context& context) const;
///< Is actor not speaking?
/// \param handle Handle as returned from render-subsystem
void streamMusic (const std::string& filename, Interpreter::Context& context);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
void playSound (const std::string& soundId, float volume, float pitch,
Interpreter::Context& context);
///< Play a sound, independently of 3D-position
void playSound3D (const std::string& handle, const std::string& soundId,
float volume, float pitch, Interpreter::Context& context);
///< Play a sound from an object
/// \param handle Handle as returned from render-subsystem
void stopSound3D (const std::string& handle, const std::string& soundId,
Interpreter::Context& context);
///< Stop the given object from playing the given sound.
/// \param handle Handle as returned from render-subsystem
bool getSoundPlaying (const std::string& handle, const std::string& soundId,
Interpreter::Context& context) const;
///< Is the given sound currently playing on the given object?
/// \param handle Handle as returned from render-subsystem
};
}
#endif