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source: code/branches/presentation2/src/orxonox/sound/SoundBuffer.h @ 6237

Last change on this file since 6237 was 6203, checked in by rgrieder, 15 years ago

Added buffer buffering: Sounds are only loaded into one buffer and then reused.

  • Property svn:eol-style set to native
File size: 1.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _SoundBuffer_H__
30#define _SoundBuffer_H__
31
32#include "OrxonoxPrereqs.h"
33#include <boost/shared_ptr.hpp>
34
35namespace orxonox
36{
37    /*
38    @brief
39        The SoundBuffer class is to be used for sounds with position and orientation.
40    */
41    class _OrxonoxExport SoundBuffer
42    {
43    public:
44        SoundBuffer(shared_ptr<ResourceInfo> fileInfo);
45        ~SoundBuffer();
46
47        inline ALuint getBuffer()
48            { return this->audioBuffer_; }
49
50    private:
51        void loadStandard(DataStreamPtr dataStream);
52        void loadOgg(DataStreamPtr dataStream);
53
54        shared_ptr<ResourceInfo> fileInfo_;
55        ALuint audioBuffer_;
56    };
57}
58
59#endif /* _SoundBuffer_H__ */
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