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152 lines
4.8 KiB
C++
152 lines
4.8 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 <utility>
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#include <map>
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#include <boost/shared_ptr.hpp>
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#include <OgreResourceGroupManager.h>
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#include <components/settings/settings.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 MWSound
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{
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class Sound_Output;
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struct Sound_Decoder;
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class Sound;
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typedef boost::shared_ptr<Sound_Decoder> DecoderPtr;
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typedef boost::shared_ptr<Sound> SoundPtr;
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enum PlayMode {
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Play_Normal = 0, /* tracked, non-looping, multi-instance, environment */
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Play_Loop = 1<<0, /* Sound will continually loop until explicitly stopped */
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Play_NoEnv = 1<<1, /* Do not apply environment effects (eg, underwater filters) */
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Play_NoTrack = 1<<2, /* (3D only) Play the sound at the given object's position
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* but do not keep it updated (the sound will not move with
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* the object and will not stop when the object is deleted. */
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};
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static inline int operator|(const PlayMode &a, const PlayMode &b)
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{ return (int)a | (int)b; }
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static inline int operator&(const PlayMode &a, const PlayMode &b)
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{ return (int)a & (int)b; }
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enum Environment {
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Env_Normal,
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Env_Underwater,
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};
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class SoundManager
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{
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Ogre::ResourceGroupManager& mResourceMgr;
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std::auto_ptr<Sound_Output> mOutput;
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float mMasterVolume;
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float mSFXVolume;
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float mMusicVolume;
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float mVoiceVolume;
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// not implemented
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float mFootstepsVolume;
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boost::shared_ptr<Sound> mMusic;
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std::string mCurrentPlaylist;
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typedef std::pair<MWWorld::Ptr,std::string> PtrIDPair;
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typedef std::map<SoundPtr,PtrIDPair> SoundMap;
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SoundMap mActiveSounds;
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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 streamMusicFull(const std::string& filename);
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bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
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void updateSounds(float duration);
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void updateRegionSound(float duration);
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SoundManager(const SoundManager &rhs);
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SoundManager& operator=(const SoundManager &rhs);
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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(bool useSound);
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~SoundManager();
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void processChangedSettings(const Settings::CategorySettingVector& settings);
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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/" in the data directory.
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void say(const std::string& filename);
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///< Say some text, without an actor ref
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/// \param filename name of a sound file in "Sound/" in the data directory.
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bool sayDone(MWWorld::Ptr reference=MWWorld::Ptr()) const;
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///< Is actor not speaking?
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void stopSay(MWWorld::Ptr reference=MWWorld::Ptr());
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///< Stop an actor speaking
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SoundPtr playSound(const std::string& soundId, float volume, float pitch, int mode=Play_Normal);
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///< Play a sound, independently of 3D-position
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SoundPtr playSound3D(MWWorld::Ptr reference, const std::string& soundId,
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float volume, float pitch, int mode=Play_Normal);
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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,
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void stopSound3D(MWWorld::Ptr reference);
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///< Stop the given object from playing all sounds.
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void stopSound(const MWWorld::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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