#ifndef GAME_SOUND_SOUNDMANAGER_H #define GAME_SOUND_SOUNDMANAGER_H #include #include #include #include #include #include #include #include #include "../mwbase/soundmanager.hpp" #include "regionsoundselector.hpp" #include "watersoundupdater.hpp" #include "type.hpp" #include "volumesettings.hpp" #include "sound_buffer.hpp" namespace VFS { class Manager; } namespace ESM { struct Sound; struct Cell; } namespace MWSound { class Sound_Output; struct Sound_Decoder; class Sound; class Stream; using SoundPtr = Misc::ObjectPtr; using StreamPtr = Misc::ObjectPtr; class SoundManager : public MWBase::SoundManager { const VFS::Manager* mVFS; std::unique_ptr mOutput; // Caches available music tracks by std::unordered_map> mMusicFiles; std::unordered_map> mMusicToPlay; // A list with music files not yet played std::string mLastPlayedMusic; // The music file that was last played VolumeSettings mVolumeSettings; WaterSoundUpdater mWaterSoundUpdater; SoundBufferPool mSoundBuffers; Misc::ObjectPool mSounds; Misc::ObjectPool mStreams; typedef std::pair SoundBufferRefPair; typedef std::vector SoundBufferRefPairList; typedef std::map SoundMap; SoundMap mActiveSounds; typedef std::map SaySoundMap; SaySoundMap mSaySoundsQueue; SaySoundMap mActiveSaySounds; typedef std::vector TrackList; TrackList mActiveTracks; StreamPtr mMusic; std::string mCurrentPlaylist; bool mListenerUnderwater; osg::Vec3f mListenerPos; osg::Vec3f mListenerDir; osg::Vec3f mListenerUp; int mPausedSoundTypes[BlockerType::MaxCount] = {}; Sound *mUnderwaterSound; Sound *mNearWaterSound; std::string mNextMusic; bool mPlaybackPaused; RegionSoundSelector mRegionSoundSelector; float mTimePassed; const ESM::Cell *mLastCell; Sound* mCurrentRegionSound; Sound_Buffer *insertSound(const std::string &soundId, const ESM::Sound *sound); // returns a decoder to start streaming, or nullptr if the sound was not found DecoderPtr loadVoice(const std::string &voicefile); SoundPtr getSoundRef(); StreamPtr getStreamRef(); StreamPtr playVoice(DecoderPtr decoder, const osg::Vec3f &pos, bool playlocal); void streamMusicFull(const std::string& filename); void advanceMusic(const std::string& filename); void startRandomTitle(); void updateSounds(float duration); void updateRegionSound(float duration); void updateWaterSound(); void updateMusic(float duration); float volumeFromType(Type type) const; enum class WaterSoundAction { DoNothing, SetVolume, FinishSound, PlaySound, }; std::pair getWaterSoundAction(const WaterSoundUpdate& update, const ESM::Cell* cell) const; SoundManager(const SoundManager &rhs); SoundManager& operator=(const SoundManager &rhs); protected: DecoderPtr getDecoder(); friend class OpenAL_Output; void stopSound(Sound_Buffer *sfx, const MWWorld::ConstPtr &ptr); ///< Stop the given object from playing given sound buffer. public: SoundManager(const VFS::Manager* vfs, bool useSound); ~SoundManager() override; void processChangedSettings(const Settings::CategorySettingVector& settings) override; void stopMusic() override; ///< Stops music if it's playing void streamMusic(const std::string& filename) override; ///< Play a soundifle /// \param filename name of a sound file in "Music/" in the data directory. bool isMusicPlaying() override; ///< Returns true if music is playing void playPlaylist(const std::string &playlist) override; ///< Start playing music from the selected folder /// \param name of the folder that contains the playlist void playTitleMusic() override; ///< Start playing title music void say(const MWWorld::ConstPtr &reference, const std::string& filename) override; ///< Make an actor say some text. /// \param filename name of a sound file in "Sound/" in the data directory. void say(const std::string& filename) override; ///< Say some text, without an actor ref /// \param filename name of a sound file in "Sound/" in the data directory. bool sayActive(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()) const override; ///< Is actor not speaking? bool sayDone(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()) const override; ///< For scripting backward compatibility void stopSay(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()) override; ///< Stop an actor speaking float getSaySoundLoudness(const MWWorld::ConstPtr& reference) const override; ///< Check the currently playing say sound for this actor /// and get an average loudness value (scale [0,1]) at the current time position. /// If the actor is not saying anything, returns 0. Stream *playTrack(const DecoderPtr& decoder, Type type) override; ///< Play a 2D audio track, using a custom decoder void stopTrack(Stream *stream) override; ///< Stop the given audio track from playing double getTrackTimeDelay(Stream *stream) override; ///< Retives the time delay, in seconds, of the audio track (must be a sound /// returned by \ref playTrack). Only intended to be called by the track /// decoder's read method. Sound *playSound(const std::string& soundId, float volume, float pitch, Type type=Type::Sfx, PlayMode mode=PlayMode::Normal, float offset=0) override; ///< Play a sound, independently of 3D-position ///< @param offset Number of seconds into the sound to start playback. Sound *playSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float volume, float pitch, Type type=Type::Sfx, PlayMode mode=PlayMode::Normal, float offset=0) override; ///< Play a 3D sound attached to an MWWorld::Ptr. Will be updated automatically with the Ptr's position, unless Play_NoTrack is specified. ///< @param offset Number of seconds into the sound to start playback. Sound *playSound3D(const osg::Vec3f& initialPos, const std::string& soundId, float volume, float pitch, Type type, PlayMode mode, float offset=0) override; ///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated using Sound::setPosition. ///< @param offset Number of seconds into the sound to start playback. void stopSound(Sound *sound) override; ///< Stop the given sound from playing /// @note no-op if \a sound is null void stopSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId) override; ///< Stop the given object from playing the given sound, void stopSound3D(const MWWorld::ConstPtr &reference) override; ///< Stop the given object from playing all sounds. void stopSound(const MWWorld::CellStore *cell) override; ///< Stop all sounds for the given cell. void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration) override; ///< Fade out given sound (that is already playing) of given object ///< @param reference Reference to object, whose sound is faded out ///< @param soundId ID of the sound to fade out. ///< @param duration Time until volume reaches 0. bool getSoundPlaying(const MWWorld::ConstPtr &reference, const std::string& soundId) const override; ///< Is the given sound currently playing on the given object? void pauseSounds(MWSound::BlockerType blocker, int types=int(Type::Mask)) override; ///< Pauses all currently playing sounds, including music. void resumeSounds(MWSound::BlockerType blocker) override; ///< Resumes all previously paused sounds. void pausePlayback() override; void resumePlayback() override; void update(float duration) override; void setListenerPosDir(const osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up, bool underwater) override; void updatePtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated) override; void clear() override; }; } #endif