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OpenMW/apps/openmw/mwbase/soundmanager.hpp

247 lines
9.8 KiB
C++

#ifndef GAME_MWBASE_SOUNDMANAGER_H
#define GAME_MWBASE_SOUNDMANAGER_H
#include <memory>
#include <set>
#include <string>
#include <string_view>
#include <components/vfs/pathutil.hpp>
#include "../mwsound/type.hpp"
#include "../mwworld/ptr.hpp"
namespace MWWorld
{
class CellStore;
}
namespace ESM
{
class RefId;
}
namespace MWSound
{
// Each entry excepts of MaxCount should be used only in one place
enum BlockerType
{
VideoPlayback,
MaxCount
};
enum class MusicType
{
Normal,
MWScript
};
class Sound;
class Stream;
struct Sound_Decoder;
typedef std::shared_ptr<Sound_Decoder> DecoderPtr;
/* These must all fit together */
enum class PlayMode
{
Normal = 0, /* non-looping, affected by environment */
Loop = 1 << 0, /* Sound will continually loop until explicitly stopped */
NoEnv = 1 << 1, /* Do not apply environment effects (eg, underwater filters) */
RemoveAtDistance = 1 << 2, /* (3D only) If the listener gets further than 2000 units away
* from the sound source, the sound is removed.
* This is weird stuff but apparently how vanilla works for sounds
* played by the PlayLoopSound family of script functions. Perhaps
* we can make this cut off a more subtle fade later, but have to
* be careful to not change the overall volume of areas by too
* much. */
NoPlayerLocal = 1 << 3, /* (3D only) Don't play the sound local to the listener even if the
* player is making it. */
NoScaling = 1 << 4, /* Don't scale audio with simulation time */
NoEnvNoScaling = NoEnv | NoScaling,
LoopNoEnv = Loop | NoEnv,
LoopNoEnvNoScaling = Loop | NoEnv | NoScaling,
LoopRemoveAtDistance = Loop | RemoveAtDistance
};
// Used for creating a type mask for SoundManager::pauseSounds and resumeSounds
inline int operator~(Type a)
{
return ~static_cast<int>(a);
}
inline int operator&(Type a, Type b)
{
return static_cast<int>(a) & static_cast<int>(b);
}
inline int operator&(int a, Type b)
{
return a & static_cast<int>(b);
}
inline int operator|(Type a, Type b)
{
return static_cast<int>(a) | static_cast<int>(b);
}
}
namespace MWBase
{
using Sound = MWSound::Sound;
using SoundStream = MWSound::Stream;
/// \brief Interface for sound manager (implemented in MWSound)
class SoundManager
{
SoundManager(const SoundManager&);
///< not implemented
SoundManager& operator=(const SoundManager&);
///< not implemented
protected:
using PlayMode = MWSound::PlayMode;
using Type = MWSound::Type;
float mSimulationTimeScale = 1.0;
public:
SoundManager() {}
virtual ~SoundManager() {}
virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& settings) = 0;
virtual bool isEnabled() const = 0;
///< Returns true if sound system is enabled
virtual void stopMusic() = 0;
///< Stops music if it's playing
virtual MWSound::MusicType getMusicType() const = 0;
virtual void streamMusic(VFS::Path::NormalizedView filename, MWSound::MusicType type, float fade = 1.f) = 0;
///< Play a soundifle
/// \param filename name of a sound file in the data directory.
/// \param type music type.
/// \param fade time in seconds to fade out current track before start this one.
virtual bool isMusicPlaying() = 0;
///< Returns true if music is playing
virtual void say(const MWWorld::ConstPtr& reference, VFS::Path::NormalizedView filename) = 0;
///< Make an actor say some text.
/// \param filename name of a sound file in the VFS
virtual void say(VFS::Path::NormalizedView filename) = 0;
///< Say some text, without an actor ref
/// \param filename name of a sound file in the VFS
virtual bool sayActive(const MWWorld::ConstPtr& reference = MWWorld::ConstPtr()) const = 0;
///< Is actor not speaking?
virtual bool sayDone(const MWWorld::ConstPtr& reference = MWWorld::ConstPtr()) const = 0;
///< For scripting backward compatibility
virtual void stopSay(const MWWorld::ConstPtr& reference = MWWorld::ConstPtr()) = 0;
///< Stop an actor speaking
virtual float getSaySoundLoudness(const MWWorld::ConstPtr& reference) const = 0;
///< 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.
virtual SoundStream* playTrack(const MWSound::DecoderPtr& decoder, Type type) = 0;
///< Play a 2D audio track, using a custom decoder. The caller is expected to call
/// stopTrack with the returned handle when done.
virtual void stopTrack(SoundStream* stream) = 0;
///< Stop the given audio track from playing
virtual double getTrackTimeDelay(SoundStream* stream) = 0;
///< 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.
virtual Sound* playSound(const ESM::RefId& soundId, float volume, float pitch, Type type = Type::Sfx,
PlayMode mode = PlayMode::Normal, float offset = 0)
= 0;
///< Play a sound, independently of 3D-position
///< @param offset Number of seconds into the sound to start playback.
virtual Sound* playSound(std::string_view fileName, float volume, float pitch, Type type = Type::Sfx,
PlayMode mode = PlayMode::Normal, float offset = 0)
= 0;
///< Play a sound, independently of 3D-position
///< @param offset Number of seconds into the sound to start playback.
virtual Sound* playSound3D(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId, float volume,
float pitch, Type type = Type::Sfx, PlayMode mode = PlayMode::Normal, float offset = 0)
= 0;
///< 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.
virtual Sound* playSound3D(const MWWorld::ConstPtr& reference, std::string_view fileName, float volume,
float pitch, Type type = Type::Sfx, PlayMode mode = PlayMode::Normal, float offset = 0)
= 0;
///< 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.
virtual Sound* playSound3D(const osg::Vec3f& initialPos, const ESM::RefId& soundId, float volume, float pitch,
Type type = Type::Sfx, PlayMode mode = PlayMode::Normal, float offset = 0)
= 0;
///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated using
///< Sound::setPosition.
virtual void stopSound(Sound* sound) = 0;
///< Stop the given sound from playing
virtual void stopSound3D(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId) = 0;
///< Stop the given object from playing the given sound.
virtual void stopSound3D(const MWWorld::ConstPtr& reference, std::string_view fileName) = 0;
///< Stop the given object from playing the given sound.
virtual void stopSound3D(const MWWorld::ConstPtr& reference) = 0;
///< Stop the given object from playing all sounds.
virtual void stopSound(const MWWorld::CellStore* cell) = 0;
///< Stop all sounds for the given cell.
virtual void fadeOutSound3D(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId, float duration) = 0;
///< 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.
virtual bool getSoundPlaying(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId) const = 0;
///< Is the given sound currently playing on the given object?
/// If you want to check if sound played with playSound is playing, use empty Ptr
virtual bool getSoundPlaying(const MWWorld::ConstPtr& reference, std::string_view fileName) const = 0;
///< Is the given sound currently playing on the given object?
/// If you want to check if sound played with playSound is playing, use empty Ptr
virtual void pauseSounds(MWSound::BlockerType blocker, int types = int(Type::Mask)) = 0;
///< Pauses all currently playing sounds, including music.
virtual void resumeSounds(MWSound::BlockerType blocker) = 0;
///< Resumes all previously paused sounds.
virtual void pausePlayback() = 0;
virtual void resumePlayback() = 0;
virtual void setListenerPosDir(
const osg::Vec3f& pos, const osg::Vec3f& dir, const osg::Vec3f& up, bool underwater)
= 0;
virtual void updatePtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated) = 0;
void setSimulationTimeScale(float scale) { mSimulationTimeScale = scale; }
float getSimulationTimeScale() const { return mSimulationTimeScale; }
virtual void clear() = 0;
};
}
#endif