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source: code/branches/sound5/src/orxonox/sound/AmbientSound.h @ 8740

Last change on this file since 8740 was 6767, checked in by youngk, 15 years ago

Added descriptions and missing documentation to the classes I edited last semester. Thanks!

  • Property svn:eol-style set to native
File size: 3.0 KB
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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 *     
25 *   Co-authors:
26 *      Kevin Young
27 *
28 */
29
30#ifndef _AmbientSound_H__
31#define _AmbientSound_H__
32
33#include <boost/thread.hpp>
34
35#include "sound/SoundPrereqs.h"
36
37#include "core/BaseObject.h"
38#include "network/synchronisable/Synchronisable.h"
39#include "BaseSound.h"
40#include "MoodManager.h"
41
42namespace orxonox
43{
44    /**
45     * The AmbientSound class implements the non-3D sound, i.e. sound files that are used for atmospheric
46     * highlighting.
47     * It interfaces with BaseSound and is controllable by MoodManager.
48     * Ambient sounds are always cross-faded. New sounds are registered and activated/deactivated as needed.
49     *
50     */
51    class _OrxonoxExport AmbientSound : public BaseSound, public BaseObject, public Synchronisable, public MoodListener
52    {
53        friend class SoundManager;
54
55    public:
56        AmbientSound(BaseObject* creator);
57
58        void XMLPort(Element& xmlelement, XMLPort::Mode mode);
59        void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
60        void changedActivity();
61
62        void play();
63        void stop();
64        void pause();
65
66        void setAmbientSource(const std::string& source);
67        inline const std::string& getAmbientSource() const
68            { return this->ambientSource_; }
69
70        void setPlayOnLoad(bool val);
71        bool getPlayOnLoad() const
72            { return this->bPlayOnLoad_; }
73
74    protected:
75        ~AmbientSound() { }
76
77        void doStop();
78        void doPlay();
79
80    private:
81        void preDestroy();
82        void registerVariables();
83        float getRealVolume();
84        void moodChanged(const std::string& mood);
85        inline void ambientSourceChanged()
86            { this->setAmbientSource(this->ambientSource_); }
87        inline void playOnLoadChanged()
88            { this->setPlayOnLoad(this->bPlayOnLoad_); }
89
90        std::string ambientSource_; //!< Analogous to source_, but mood independent
91        bool        bPlayOnLoad_;   //!< Play the sound immediately when loaded
92
93        boost::thread soundstreamthread_; // hacky solution for streaming
94        void setStreamSource(const std::string& source);
95    };
96}
97
98#endif /* _AmbientSound_H__ */
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