mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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102 lines
3.9 KiB
C++
102 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SFXFMODEVENTSOURCE_H_
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#define _SFXFMODEVENTSOURCE_H_
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#ifndef _SFXSOURCE_H_
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#include "sfx/sfxSource.h"
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#endif
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#include "fmod_event.h"
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class SFXFMODEvent;
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/// An SFXSource that controls the playback of an SFXFMODEvent.
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///
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/// SFXFMODEvents can be played back directly through their console methods.
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/// However, this class integrates them with the remaining SFX system and makes
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/// events usable wherever SFX tracks are usable though with the important
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/// distinction that there can only ever be a single source for a given event.
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///
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/// Note that calling playback methods directly on an event will cause a source
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/// for the event to be created if there is not already one.
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///
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/// Be aware that using fade-outs in events in combination with play-once sources
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/// does not work well at the moment.
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///
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class SFXFMODEventSource : public SFXSource
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{
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public:
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typedef SFXSource Parent;
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protected:
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/// The event instance handle for this source.
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FMOD_EVENT* mHandle;
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///
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SFXFMODEventSource( SFXFMODEvent* event );
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/// Update 3D position, velocity, and orientation from current source transform.
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void _update3DAttributes();
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// SFXSource.
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virtual void _updateStatus();
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virtual void _updateVolume( const MatrixF& listener );
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virtual void _updatePitch();
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virtual void _updatePriority();
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virtual void _onParameterEvent( SFXParameter* parameter, SFXParameterEvent event );
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virtual void _setMinMaxDistance( F32 min, F32 max );
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virtual void _setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume );
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virtual void _setFadeTimes( F32 fadeInTime, F32 fadeOutTime );
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public:
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///
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SFXFMODEventSource();
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virtual ~SFXFMODEventSource();
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/// Return the FMOD event object that is being played back by this source.
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SFXFMODEvent* getEvent() const { return ( SFXFMODEvent* ) mTrack.getPointer(); }
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/// Create a new source for the given event.
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static SFXFMODEventSource* create( SFXFMODEvent* event );
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// SFXSource.
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virtual void play( F32 fadeInTime = -1.f ); // fadeInTime ignored when resuming from paused
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virtual void stop( F32 fadeOutTime = -1.f ); // fadeOutTime!=0 ignored
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virtual void pause( F32 fadeOutTime = -1.f ); // fadeOutTime currently ignored
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virtual void setTransform( const MatrixF& transform );
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virtual void setVelocity( const VectorF& velocity );
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DECLARE_CONOBJECT( SFXFMODEventSource );
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DECLARE_CATEGORY( "SFX FMOD" );
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DECLARE_DESCRIPTION( "An SFX source controlling the playback of an FMOD Designer event." );
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};
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#endif // !_SFXFMODEVENTSOURCE_H_
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