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OpenMW/apps/openmw/mwsound/soundmanager.hpp
2011-01-05 22:18:21 +01:00

81 lines
2.4 KiB
C++

#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <string>
#include <map>
#include <boost/filesystem.hpp>
#include "../mwworld/ptr.hpp"
#include <openengine/sound/sndmanager.hpp>
namespace Ogre
{
class Root;
class Camera;
}
namespace ESMS
{
struct ESMStore;
}
namespace MWSound
{
//SoundPtr *music;
class SoundManager
{
// Hide implementation details - engine.cpp is compiling
// enough as it is.
struct SoundImpl;
SoundImpl *mData;
std::vector<boost::filesystem::path> files;
public:
SoundManager(Ogre::Root*, Ogre::Camera*, const ESMS::ESMStore &store,
boost::filesystem::path dataDir, bool useSound);
~SoundManager();
void startRandomTitle();
void MP3Lookup(boost::filesystem::path dir);
//struct SoundImpl;
bool isMusicPlaying();
SoundImpl getMData();
void say (MWWorld::Ptr reference, const std::string& filename);
///< Make an actor say some text.
/// \param filename name of a sound file in "Sound/Vo/" in the data directory.
bool sayDone (MWWorld::Ptr reference) const;
///< Is actor not speaking?
void streamMusic (const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
void playSound (const std::string& soundId, float volume, float pitch);
///< Play a sound, independently of 3D-position
void playSound3D (MWWorld::Ptr reference, const std::string& soundId,
float volume, float pitch, bool loop);
///< Play a sound from an object
void stopSound3D (MWWorld::Ptr reference, const std::string& soundId = "");
///< Stop the given object from playing the given sound, If no soundId is given,
/// all sounds for this reference will stop.
void stopSound (MWWorld::Ptr::CellStore *cell);
///< Stop all sounds for the given cell.
bool getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const;
///< Is the given sound currently playing on the given object?
void updateObject(MWWorld::Ptr reference);
///< Update the position of all sounds connected to the given object.
};
}
#endif