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128 lines
4.0 KiB
C++
128 lines
4.0 KiB
C++
#ifndef GAME_SOUND_SOUNDMANAGER_H
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#define GAME_SOUND_SOUNDMANAGER_H
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#include <string>
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#include <OgreResourceGroupManager.h>
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#include <components/files/filelibrary.hpp>
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#include "../mwworld/ptr.hpp"
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namespace Ogre
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{
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class Root;
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class Camera;
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}
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namespace MWWorld
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{
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struct Environment;
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}
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namespace MWSound
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{
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class Sound_Output;
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class Sound_Decoder;
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class Sound;
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typedef boost::shared_ptr<Sound_Decoder> DecoderPtr;
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class SoundManager
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{
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Ogre::ResourceGroupManager *mResourceMgr;
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// This is used for case insensitive and slash-type agnostic file
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// finding. It takes DOS paths (any case, \\ slashes or / slashes)
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// relative to the sound dir, and translates them into full paths
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// of existing files in the filesystem, if they exist.
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bool mFSStrict;
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MWWorld::Environment& mEnvironment;
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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 boost::shared_ptr<Sound> SoundPtr;
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typedef std::map<std::string,SoundPtr> IDMap;
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typedef std::map<MWWorld::Ptr,IDMap> SoundMap;
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SoundMap mActiveSounds;
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IDMap mLooseSounds;
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std::string lookup(const std::string &soundId,
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float &volume, float &min, float &max);
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void play3d(const std::string &file,
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MWWorld::Ptr ptr, const std::string &id,
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float volume, float pitch, float min, float max,
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bool loop, bool untracked=false);
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void streamMusicFull(const std::string& filename);
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bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
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void updateRegionSound(float duration);
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protected:
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DecoderPtr getDecoder();
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friend class OpenAL_Output;
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public:
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SoundManager(Ogre::Root*, Ogre::Camera*,
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const Files::PathContainer& dataDir, bool useSound, bool fsstrict,
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MWWorld::Environment& environment);
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~SoundManager();
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void stopMusic();
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///< Stops music if it's playing
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void streamMusic(const std::string& filename);
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///< Play a soundifle
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/// \param filename name of a sound file in "Music/" in the data directory.
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void startRandomTitle();
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///< Starts a random track from the current playlist
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bool isMusicPlaying();
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///< Returns true if music is playing
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void playPlaylist(const std::string &playlist);
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///< Start playing music from the selected folder
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/// \param name of the folder that contains the playlist
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void say(MWWorld::Ptr reference, const std::string& filename);
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///< Make an actor say some text.
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/// \param filename name of a sound file in "Sound/Vo/" in the data directory.
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bool sayDone(MWWorld::Ptr reference) const;
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///< Is actor not speaking?
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void playSound(const std::string& soundId, float volume, float pitch, bool loop=false);
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///< Play a sound, independently of 3D-position
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void playSound3D(MWWorld::Ptr reference, const std::string& soundId,
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float volume, float pitch, bool loop,
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bool untracked=false);
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///< Play a sound from an object
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void stopSound3D(MWWorld::Ptr reference, const std::string& soundId="");
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///< Stop the given object from playing the given sound, If no soundId is given,
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/// all sounds for this reference will stop.
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void stopSound(MWWorld::Ptr::CellStore *cell);
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///< Stop all sounds for the given cell.
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void stopSound(const std::string& soundId);
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///< Stop a non-3d looping sound
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bool getSoundPlaying(MWWorld::Ptr reference, const std::string& soundId) const;
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///< Is the given sound currently playing on the given object?
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void updateObject(MWWorld::Ptr reference);
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///< Update the position of all sounds connected to the given object.
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void update(float duration);
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};
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}
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#endif
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