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OpenMW/apps/openmw/mwsound/soundmanager.hpp

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#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <string>
#include <utility>
#include <map>
#include <OgreResourceGroupManager.h>
#include "../mwworld/ptr.hpp"
namespace Ogre
{
class Root;
class Camera;
}
namespace MWWorld
{
struct Environment;
}
namespace MWSound
{
class Sound_Output;
struct Sound_Decoder;
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class Sound;
typedef boost::shared_ptr<Sound_Decoder> DecoderPtr;
typedef boost::shared_ptr<Sound> SoundPtr;
class SoundManager
{
Ogre::ResourceGroupManager& mResourceMgr;
MWWorld::Environment& mEnvironment;
std::auto_ptr<Sound_Output> mOutput;
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boost::shared_ptr<Sound> mMusic;
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std::string mCurrentPlaylist;
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typedef std::pair<MWWorld::Ptr,std::string> PtrIDPair;
typedef std::map<SoundPtr,PtrIDPair> SoundMap;
SoundMap mActiveSounds;
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std::string lookup(const std::string &soundId,
float &volume, float &min, float &max);
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void streamMusicFull(const std::string& filename);
bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
void updateSounds(float duration);
void updateRegionSound(float duration);
SoundManager(const SoundManager &rhs);
SoundManager& operator=(const SoundManager &rhs);
protected:
DecoderPtr getDecoder();
friend class OpenAL_Output;
public:
SoundManager(bool useSound, MWWorld::Environment& environment);
~SoundManager();
void stopMusic();
///< Stops music if it's playing
void streamMusic(const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
void startRandomTitle();
///< Starts a random track from the current playlist
bool isMusicPlaying();
///< Returns true if music is playing
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void playPlaylist(const std::string &playlist);
///< Start playing music from the selected folder
/// \param name of the folder that contains the playlist
void say(MWWorld::Ptr reference, const std::string& filename);
///< Make an actor say some text.
/// \param filename name of a sound file in "Sound/Vo/" in the data directory.
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bool sayDone(MWWorld::Ptr reference) const;
///< Is actor not speaking?
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SoundPtr playSound(const std::string& soundId, float volume, float pitch, bool loop=false);
///< Play a sound, independently of 3D-position
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SoundPtr playSound3D(MWWorld::Ptr reference, const std::string& soundId,
float volume, float pitch, bool loop,
bool untracked=false);
///< Play a sound from an object
void stopSound3D(MWWorld::Ptr reference, const std::string& soundId);
///< Stop the given object from playing the given sound,
void stopSound3D(MWWorld::Ptr reference);
///< Stop the given object from playing all sounds.
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void stopSound(const MWWorld::Ptr::CellStore *cell);
///< Stop all sounds for the given cell.
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void stopSound(const std::string& soundId);
///< Stop a non-3d looping sound
bool getSoundPlaying(MWWorld::Ptr reference, const std::string& soundId) const;
///< Is the given sound currently playing on the given object?
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void updateObject(MWWorld::Ptr reference);
///< Update the position of all sounds connected to the given object.
void update(float duration);
};
}
#endif