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69 lines
2.5 KiB
C++
69 lines
2.5 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 <map>
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#include "../mwworld/ptr.hpp"
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namespace Interpreter
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{
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class Context;
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}
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namespace MWSound
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{
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// Note to the sound implementor (can be removed once the implementation is complete):
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//
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// - the dummy implementation allows only one sound effect per object at a time. I am
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// not sure, if that is what Morrowind does. Beyond the dummy code in this class the script
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// system does not make any assumption about the number of sound effects.
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//
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// - all text-output (error messages and such) must be directed through the
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// context.messageBox interface.
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//
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// - the -> script syntax is not implemented yet ( script instructions of the type
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// npc_x -> say "file", "text"
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// aren't working)
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class SoundManager
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{
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std::map<std::string, std::string> mSounds; // object, sound (for testing only)
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public:
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void say (MWWorld::Ptr reference, const std::string& filename,
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const std::string& text, Interpreter::Context& context);
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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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/// \param text Subtitle
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bool sayDone (MWWorld::Ptr reference, Interpreter::Context& context) const;
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///< Is actor not speaking?
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void streamMusic (const std::string& filename, Interpreter::Context& context);
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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 playSound (const std::string& soundId, float volume, float pitch,
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Interpreter::Context& context);
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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, Interpreter::Context& context);
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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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Interpreter::Context& context);
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///< Stop the given object from playing the given sound.
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bool getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId,
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Interpreter::Context& context) const;
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///< Is the given sound currently playing on the given object?
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};
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}
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#endif
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