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OpenMW/apps/openmw/mwsound/soundmanager.hpp
2012-07-16 23:54:21 +04:00

152 lines
4.8 KiB
C++

#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <string>
#include <utility>
#include <map>
#include <boost/shared_ptr.hpp>
#include <OgreResourceGroupManager.h>
#include <components/settings/settings.hpp>
#include "../mwworld/ptr.hpp"
namespace Ogre
{
class Root;
class Camera;
}
namespace MWSound
{
class Sound_Output;
struct Sound_Decoder;
class Sound;
typedef boost::shared_ptr<Sound_Decoder> DecoderPtr;
typedef boost::shared_ptr<Sound> SoundPtr;
enum PlayMode {
Play_Normal = 0, /* tracked, non-looping, multi-instance, environment */
Play_Loop = 1<<0, /* Sound will continually loop until explicitly stopped */
Play_NoEnv = 1<<1, /* Do not apply environment effects (eg, underwater filters) */
Play_NoTrack = 1<<2, /* (3D only) Play the sound at the given object's position
* but do not keep it updated (the sound will not move with
* the object and will not stop when the object is deleted. */
};
static inline int operator|(const PlayMode &a, const PlayMode &b)
{ return (int)a | (int)b; }
static inline int operator&(const PlayMode &a, const PlayMode &b)
{ return (int)a & (int)b; }
enum Environment {
Env_Normal,
Env_Underwater,
};
class SoundManager
{
Ogre::ResourceGroupManager& mResourceMgr;
std::auto_ptr<Sound_Output> mOutput;
float mMasterVolume;
float mSFXVolume;
float mMusicVolume;
float mVoiceVolume;
// not implemented
float mFootstepsVolume;
boost::shared_ptr<Sound> mMusic;
std::string mCurrentPlaylist;
typedef std::pair<MWWorld::Ptr,std::string> PtrIDPair;
typedef std::map<SoundPtr,PtrIDPair> SoundMap;
SoundMap mActiveSounds;
std::string lookup(const std::string &soundId,
float &volume, float &min, float &max);
void streamMusicFull(const std::string& filename);
bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
void updateSounds(float duration);
void updateRegionSound(float duration);
SoundManager(const SoundManager &rhs);
SoundManager& operator=(const SoundManager &rhs);
protected:
DecoderPtr getDecoder();
friend class OpenAL_Output;
public:
SoundManager(bool useSound);
~SoundManager();
void processChangedSettings(const Settings::CategorySettingVector& settings);
void stopMusic();
///< Stops music if it's playing
void streamMusic(const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
void startRandomTitle();
///< Starts a random track from the current playlist
bool isMusicPlaying();
///< Returns true if music is playing
void playPlaylist(const std::string &playlist);
///< Start playing music from the selected folder
/// \param name of the folder that contains the playlist
void say(MWWorld::Ptr reference, const std::string& filename);
///< Make an actor say some text.
/// \param filename name of a sound file in "Sound/" in the data directory.
void say(const std::string& filename);
///< Say some text, without an actor ref
/// \param filename name of a sound file in "Sound/" in the data directory.
bool sayDone(MWWorld::Ptr reference=MWWorld::Ptr()) const;
///< Is actor not speaking?
void stopSay(MWWorld::Ptr reference=MWWorld::Ptr());
///< Stop an actor speaking
SoundPtr playSound(const std::string& soundId, float volume, float pitch, int mode=Play_Normal);
///< Play a sound, independently of 3D-position
SoundPtr playSound3D(MWWorld::Ptr reference, const std::string& soundId,
float volume, float pitch, int mode=Play_Normal);
///< Play a sound from an object
void stopSound3D(MWWorld::Ptr reference, const std::string& soundId);
///< Stop the given object from playing the given sound,
void stopSound3D(MWWorld::Ptr reference);
///< Stop the given object from playing all sounds.
void stopSound(const MWWorld::CellStore *cell);
///< Stop all sounds for the given cell.
void stopSound(const std::string& soundId);
///< Stop a non-3d looping sound
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.
void update(float duration);
};
}
#endif