1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * |
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25 | * Co-authors: |
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26 | * Kevin Young |
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27 | * |
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28 | */ |
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29 | |
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30 | #ifndef _AmbientSound_H__ |
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31 | #define _AmbientSound_H__ |
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32 | |
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33 | #include <boost/thread.hpp> |
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34 | |
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35 | #include "sound/SoundPrereqs.h" |
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36 | |
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37 | #include "BaseSound.h" |
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38 | #include "MoodManager.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | /** |
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43 | * The AmbientSound class implements the non-3D sound, i.e. sound files that are used for atmospheric |
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44 | * highlighting. |
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45 | * It interfaces with BaseSound and is controllable by MoodManager. |
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46 | * Ambient sounds are always cross-faded. New sounds are registered and activated/deactivated as needed. |
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47 | * |
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48 | */ |
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49 | class _OrxonoxExport AmbientSound : public BaseSound, public MoodListener |
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50 | { |
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51 | friend class SoundManager; |
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52 | friend class WorldAmbientSound; |
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53 | |
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54 | public: |
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55 | AmbientSound(); |
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56 | |
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57 | void play(); |
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58 | bool stop(); |
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59 | void pause(); |
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60 | |
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61 | void setAmbientSource(const std::string& source); |
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62 | inline const std::string& getAmbientSource() const |
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63 | { return this->ambientSource_; } |
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64 | |
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65 | void setPlayOnLoad(bool val); |
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66 | bool getPlayOnLoad() const |
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67 | { return this->bPlayOnLoad_; } |
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68 | |
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69 | protected: |
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70 | ~AmbientSound() { } |
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71 | |
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72 | bool doStop(); |
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73 | void doPlay(); |
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74 | |
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75 | private: |
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76 | void preDestroy(); |
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77 | float getRealVolume(); |
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78 | void moodChanged(const std::string& mood); |
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79 | inline void ambientSourceChanged() |
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80 | { this->setAmbientSource(this->ambientSource_); } |
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81 | inline void playOnLoadChanged() |
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82 | { this->setPlayOnLoad(this->bPlayOnLoad_); } |
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83 | |
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84 | std::string ambientSource_; //!< Analogous to source_, but mood independent |
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85 | bool bPlayOnLoad_; //!< Play the sound immediately when loaded |
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86 | |
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87 | boost::thread soundstreamthread_; // hacky solution for streaming |
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88 | void setStreamSource(const std::string& source); |
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89 | }; |
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90 | } |
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91 | |
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92 | #endif /* _AmbientSound_H__ */ |
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