Torque3D/Engine/source/sfx/sfxSound.h
2018-03-11 17:25:30 +01:00

170 lines
5.8 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 _SFXSOUND_H_
#define _SFXSOUND_H_
#ifndef _SFXSOURCE_H_
#include "sfx/sfxSource.h"
#endif
#ifndef _SFXVOICE_H_
#include "sfx/sfxVoice.h"
#endif
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _TSTREAM_H_
#include "core/stream/tStream.h"
#endif
#ifndef _SFXPROFILE_H_
#include "sfx/sfxProfile.h"
#endif
class SFXBuffer;
class SFXDevice;
/// A scriptable controller playing a specific single sound file.
class SFXSound : public SFXSource,
public IPositionable< U32 >
{
friend class SFXSystem;
typedef SFXSource Parent;
protected:
/// Used by SFXSystem to create sources.
static SFXSound* _create( SFXDevice* device, SFXProfile* profile );
static SFXSound* _create( SFXDevice* device, const ThreadSafeRef< SFXStream >& stream, SFXDescription* description );
/// Internal constructor used for sources.
SFXSound( SFXProfile* profile, SFXDescription* description );
/// The device specific voice which is used during
/// playback. By making it a SafePtr it will NULL
/// automatically when the device is deleted.
StrongWeakRefPtr< SFXVoice > mVoice;
/// The reference counted device specific buffer used by
/// the voice for playback.
StrongWeakRefPtr< SFXBuffer > mBuffer;
/// The duration of the sound cached from the buffer in
/// _initBuffer() used for managing virtual sources.
U32 mDuration;
///Used for setPosition (time in miliseconds)
U32 mSetPositionValue;
/// Create a new voice for this source.
bool _allocVoice( SFXDevice* device );
/// Release the voice if the source has one.
bool _releaseVoice();
///
void _setBuffer( SFXBuffer* buffer );
/// Reload the sound buffer. Temporarily goes to virtualized playback when necessary.
void _reloadBuffer();
///
void _onProfileChanged( SFXProfile* profile )
{
if( profile == mTrack )
_reloadBuffer();
}
// SFXSource.
virtual void _play();
virtual void _pause();
virtual void _stop();
virtual void _updateStatus();
virtual void _onParameterEvent( SFXParameter* parameter, SFXParameterEvent event );
virtual void _updateVolume( const MatrixF& listener );
virtual void _updatePitch();
virtual void _updatePriority();
virtual void _setMinMaxDistance( F32 min, F32 max );
virtual void _setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume );
public:
DECLARE_CONOBJECT( SFXSound );
/// The default constructor is *only* here to satisfy the
/// construction needs of IMPLEMENT_CONOBJECT. It does not
/// create a valid source!
explicit SFXSound();
/// This is normally called from the system to
/// detect if this source has been assigned a
/// voice for playback.
bool hasVoice() const { return mVoice != NULL; }
/// Return the current playback position in milliseconds.
/// @note For looping sources, this returns the position in the current cycle.
U32 getPosition() const;
/// Set the current playback position in milliseconds.
void setPosition( U32 ms );
/// Returns the source's total playback time in milliseconds.
U32 getDuration() const { return mDuration; }
/// Return true if the sound stream tied to the source is currently in a buffer underrun situation.
bool isBlocked() const { return ( mVoice && mVoice->getStatus() == SFXStatusBlocked ); }
/// Returns true if this is a continuously streaming source.
bool isStreaming() const { return mDescription->mIsStreaming; }
/// Returns true if the source's associated data is ready for playback.
bool isReady() const;
/// Return the SFXProfile datablock attached to this sound.
SFXProfile* getProfile() const;
/// Used to sort sources by attenuated volume and channel priority.
static S32 QSORT_CALLBACK qsortCompare( const void* item1, const void* item2 );
// SFXSource.
virtual void setTransform( const MatrixF& transform );
virtual void setVelocity( const VectorF& velocity );
virtual bool isVirtualized() const;
virtual F32 getElapsedPlayTimeCurrentCycle() const;
virtual F32 getTotalPlayTime() const;
// SimObject.
virtual void onRemove();
virtual void onDeleteNotify( SimObject* object );
};
#endif // !_SFXSOUND_H_