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

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