mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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115 lines
3.8 KiB
C++
115 lines
3.8 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 _SFXRESOURCE_H_
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#define _SFXRESOURCE_H_
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#ifndef _SFXCOMMON_H_
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#include "sfx/sfxCommon.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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class SFXStream;
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/// This is the base class for all sound file resources including
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/// streamed sound files. It acts much like an always in-core
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/// header to the actual sound data which is read through an SFXStream.
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///
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/// The first step occurs at ResourceManager::load() time at which
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/// only the header information, the format, size frequency, and
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/// looping flag, are loaded from the sound file. This provides
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/// just the nessasary information to simulate sound playback for
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/// sounds playing just out of the users hearing range.
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///
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/// The second step loads the actual sound data or begins filling
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/// the stream buffer. This is triggered by a call to openStream().
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/// SFXProfile, for example, does this when mPreload is enabled.
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///
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class SFXResource
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{
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public:
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typedef void Parent;
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protected:
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/// The constructor is protected.
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/// @see SFXResource::load()
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SFXResource();
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/// Path to the sound file.
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String mFileName;
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/// The format of the sample data.
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SFXFormat mFormat;
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/// The length of the sample in milliseconds.
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U32 mDuration;
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/// Construct a resource instance for the given file. Format and duration
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/// are read from the given stream.
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SFXResource( String fileName, SFXStream* stream );
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public:
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/// The destructor.
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virtual ~SFXResource() {}
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/// This is a helper function used by SFXProfile for load
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/// a sound resource. It takes care of trying different
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/// types for extension-less filenames.
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///
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/// @param filename The sound file path with or without extension.
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///
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static Resource< SFXResource > load( String filename );
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/// A helper function which returns true if the
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/// sound resource exists.
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///
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/// @param filename The sound file path with or without extension.
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///
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static bool exists( String filename );
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/// Return the path to the sound file.
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const String& getFileName() { return mFileName; }
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/// Returns the total playback time milliseconds.
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U32 getDuration() const { return mDuration; }
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/// The format of the data in the resource.
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const SFXFormat& getFormat() const { return mFormat; }
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/// Open a stream for reading the resource's sample data.
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SFXStream* openStream();
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// Internal.
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struct _NewHelper;
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friend struct _NewHelper;
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};
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#endif // _SFXRESOURCE_H_
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