Torque3D/Engine/source/sfx/fmod/sfxFMODEventSource.h
2012-09-19 11:15:01 -04:00

102 lines
3.9 KiB
C++

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