Torque3D/Engine/source/sfx/sfxVoice.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

227 lines
8.3 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 _SFXVOICE_H_
#define _SFXVOICE_H_
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#ifndef _TSTREAM_H_
#include "core/stream/tStream.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _SFXBUFFER_H_
#include "sfx/sfxBuffer.h"
#endif
namespace SFXInternal {
class SFXVoiceTimeSource;
class SFXAynscQueue;
}
/// The voice interface provides for playback of sound buffers and positioning
/// of 3D sounds.
///
/// This abstract class is derived from in the different device layers to implement
/// device-specific playback control.
///
/// The primary responsibility of this class is to mediate between the user requests
/// (play(), stop(), pause(), setPosition()), the buffer (which may change state
/// asynchronously), and the underlying device playback control (_play(), _stop(),
/// _pause(), _seek()).
class SFXVoice : public StrongRefBase,
public IPositionable< U32 >
{
public:
typedef void Parent;
friend class SFXDevice; // _attachToBuffer
friend class SFXInternal::SFXVoiceTimeSource; // _tell
friend class SFXInternal::SFXAsyncQueue; // mOffset
protected:
/// Current playback status.
/// @note This is maintained on both the sound update thread as well
/// as the main thread.
mutable volatile SFXStatus mStatus;
/// Sound data played back by the voice.
WeakRefPtr< SFXBuffer > mBuffer;
/// For streaming voices, this keeps track of play start offset
/// after seeking. Expressed in number of samples.
U32 mOffset;
explicit SFXVoice( SFXBuffer* buffer );
/// @name Device Control Methods
/// @{
/// Return the current playback status (playing, paused, or stopped). Default
/// status is stopped.
virtual SFXStatus _status() const = 0;
/// Stop playback on the device.
/// @note Called from both the SFX update thread and the main thread.
virtual void _stop() = 0;
/// Start playback on the device.
/// @note Called from both the SFX update thread and the main thread.
virtual void _play() = 0;
/// Pause playback on the device.
/// @note Called from both the SFX update thread and the main thread.
virtual void _pause() = 0;
/// Set the playback cursor on the device.
/// @note Only used for non-streaming voices.
virtual void _seek( U32 sample ) = 0;
/// Get the playback cursor on the device.
///
/// When the voice is playing or paused, this method must return a valid sample position.
/// When the voice is stopped, the result of this method is undefined.
///
/// For streaming voices that are looping, the sample position must be a total count of the
/// number of samples played so far which thus includes the count of all cycles before the
/// current one. For non-looping voices, this behavior is optional.
///
/// @note This is called for both streaming and non-streaming voices.
virtual U32 _tell() const = 0;
/// @}
/// Hooked up to SFXBuffer::mOnStatusChange of #mBuffer.
/// @note Called on the SFX update thread.
virtual void _onBufferStatusChange( SFXBuffer* buffer, SFXBuffer::Status newStatus );
///
void _attachToBuffer();
/// @name Streaming
/// The following methods are for streaming voices only.
/// @{
/// Reset streaming of the voice by cloning the current streaming source and
/// letting the resulting stream start from @a sampleStartPos.
void _resetStream( U32 sampleStartPos, bool triggerUpdate = true );
/// @}
public:
static Signal< void( SFXVoice* ) > smVoiceCreatedSignal;
static Signal< void( SFXVoice* ) > smVoiceDestroyedSignal;
/// The destructor.
virtual ~SFXVoice();
///
const SFXFormat& getFormat() const { return mBuffer->getFormat(); }
/// Return the current playback position (in number of samples).
///
/// @note For looping sounds, this will return the position in the
/// current cycle and not the total number of samples played so far.
U32 getPosition() const override;
/// Sets the playback position to the given sample count.
///
/// @param sample Offset in number of samples. This is allowed to use an offset
/// accumulated from multiple cycles. Each cycle will wrap around back to the
/// beginning of the buffer.
void setPosition( U32 sample ) override;
/// @return the current playback status.
/// @note For streaming voices, the reaction to for the voice to update its status
/// to SFXStatusStopped after the voice has stopped playing depends on the synchronization
/// of the underlying device. If, for example, the underlying device uses periodic updates
/// and doesn't have notifications, then a delay up to the total length of the period time
/// may occur before the status changes. Note that in-between the actual playback stopping
/// and the voice updating its status, the result of getPosition() is undefined.
virtual SFXStatus getStatus() const;
/// Starts playback from the current position.
virtual void play( bool looping );
/// Stops playback and moves the position to the start.
virtual void stop();
/// Pauses playback.
virtual void pause();
/// Sets the position and orientation for a 3d voice.
virtual void setTransform( const MatrixF &transform ) = 0;
/// Sets the velocity for a 3d voice.
virtual void setVelocity( const VectorF &velocity ) = 0;
/// Sets the minimum and maximum distances for 3d falloff.
virtual void setMinMaxDistance( F32 min, F32 max ) = 0;
/// Set the distance attenuation rolloff factor. Support by device optional.
virtual void setRolloffFactor( F32 factor ) {}
/// Sets the volume.
virtual void setVolume( F32 volume ) = 0;
/// Sets the pitch scale.
virtual void setPitch( F32 pitch ) = 0;
/// Set sound cone of a 3D sound.
///
/// @param innerAngle Inner cone angle in degrees.
/// @param outerAngle Outer cone angle in degrees.
/// @param outerVolume Outer volume factor.
virtual void setCone( F32 innerAngle,
F32 outerAngle,
F32 outerVolume ) = 0;
/// Set the reverb properties for playback of this sound.
/// @note Has no effect on devices that do not support reverb.
virtual void setReverb( const SFXSoundReverbProperties& reverb ) {}
/// Set the priority of this voice. Default 1.0.
/// @note Has no effect on devices that do not support voice management.
virtual void setPriority( F32 priority ) {}
/// Returns true if the voice is virtualized on the device.
/// @note Always false on devices that do not support voice management.
virtual bool isVirtual() const { return false; }
};
#endif // _SFXVOICE_H_