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OpenMW/apps/openmw/mwsound/sound.hpp
Chris Robinson be337ef7cc Return SoundPtr objects from playSound[3D]
Note that each Sound object currently contains "precious" resources even after
the sound is stopped. The reference should be reliquished as soon as it's no
longer needed (the SoundManager will make sure the sound continues to play
until it's finished).
2012-03-28 06:08:25 -07:00

37 lines
860 B
C++

#ifndef GAME_SOUND_SOUND_H
#define GAME_SOUND_SOUND_H
namespace MWSound
{
class Sound
{
virtual void update(const float *pos) = 0;
Sound& operator=(const Sound &rhs);
Sound(const Sound &rhs);
protected:
float mVolume; /* NOTE: Real volume = mVolume*mBaseVolume */
float mBaseVolume;
float mMinDistance;
float mMaxDistance;
public:
virtual void stop() = 0;
virtual bool isPlaying() = 0;
virtual void setVolume(float volume) = 0;
Sound() : mVolume(1.0f)
, mBaseVolume(1.0f)
, mMinDistance(20.0f) /* 1 * min_range_scale */
, mMaxDistance(12750.0f) /* 255 * max_range_scale */
{ }
virtual ~Sound() { }
friend class OpenAL_Output;
friend class SoundManager;
};
}
#endif