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