/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #ifndef _WorldSound_H__ #define _WorldSound_H__ #include "sound/SoundPrereqs.h" #include "tools/interfaces/Tickable.h" #include "sound/BaseSound.h" #include "worldentities/StaticEntity.h" namespace orxonox { /** @brief The WorldSound class is to be used for sounds with position and orientation. */ class _OrxonoxExport WorldSound : public StaticEntity, public BaseSound, public Tickable { public: WorldSound(BaseObject* creator); void XMLPort(Element& xmlelement, XMLPort::Mode mode); void XMLEventPort(Element& xmlelement, XMLPort::Mode mode); void changedActivity(); void tick(float dt); protected: ~WorldSound() {} private: void registerVariables(); void initialiseSource(); float getRealVolume(); }; } #endif /* _WorldSound_H__ */