Torque3D/Engine/source/sfx/sfxProfile.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

195 lines
6.7 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.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _SFXPROFILE_H_
#define _SFXPROFILE_H_
#ifndef _SFXTRACK_H_
#include "sfx/sfxTrack.h"
#endif
#ifndef _SFXRESOURCE_H_
#include "sfx/sfxResource.h"
#endif
#ifndef _SFXBUFFER_H_
#include "sfx/sfxBuffer.h"
#endif
#ifndef _SFXSYSTEM_H_
#include "sfx/sfxSystem.h"
#endif
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
class SFXDescription;
/// The SFXProfile is used to define a sound for playback.
///
/// An SFXProfile will first try to load its file directly through the SFXDevice.
/// Only if this fails (which is the case for most SFXDevices as these do not
/// implement their own custom sound format loading), the file is loaded through
/// SFXResource.
///
/// A few tips:
///
/// Make sure each of the defined SFXProfile's fileName doesn't specify
/// an extension. An extension does not need to be specified and by not
/// explicitly saying .ogg or .wav it will allow you to change from one
/// format to the other without having to change the scripts.
///
/// Make sure that server SFXProfiles are defined with the datablock
/// keyword, and that client SFXProfiles are defined with the 'new'
/// keyword.
///
/// Make sure SFXDescriptions exist for your SFXProfiles. Also make sure
/// that SFXDescriptions are defined BEFORE SFXProfiles. This is especially
/// important if your SFXProfiles are located in different files than your
/// SFXDescriptions. In this case, make sure the files containing SFXDescriptions
/// are exec'd before the files containing the SFXProfiles.
///
/// @note Live asset update will not work with files loaded directly through
/// the SFXDevice.
class SFXProfile : public SFXTrack
{
public:
friend class SFXEmitter; // For access to mFilename
typedef SFXTrack Parent;
typedef Signal< void( SFXProfile* ) > ChangedSignal;
protected:
/// The sound data.
/// @note ATM only valid if loaded through SFX's loading system rather than
/// through the SFXDevice's loading system.
Resource< SFXResource > mResource;
/// The sound filename. If no extension is specified
/// the system will try .wav first then other formats.
StringTableEntry mFilename;
/// If true the sound data will be loaded from
/// disk and possibly cached with the active
/// device before the first call for playback.
bool mPreload;
/// The device specific data buffer.
/// This is only used if for non-streaming sounds.
StrongWeakRefPtr< SFXBuffer > mBuffer;
///
ChangedSignal mChangedSignal;
/// Called when the buffer needs to be preloaded.
bool _preloadBuffer();
/// Callback for device events.
void _onDeviceEvent( SFXSystemEventType evt );
///
SFXBuffer* _createBuffer();
///
void _onResourceChanged( const Torque::Path& path );
///
void _registerSignals();
///
void _unregisterSignals();
public:
/// This is only here to allow DECLARE_CONOBJECT
/// to create us from script. You shouldn't use
/// this constructor from C++.
explicit SFXProfile();
/// The constructor.
SFXProfile( SFXDescription* desc,
const String& filename = String(),
bool preload = false );
/// The destructor.
virtual ~SFXProfile();
DECLARE_CONOBJECT( SFXProfile );
static void initPersistFields();
// SFXTrack.
virtual bool isLooping() const;
// SimObject
bool onAdd() override;
void onRemove() override;
void packData( BitStream* stream ) override;
void unpackData( BitStream* stream ) override;
/// Returns the sound filename.
const String getSoundFileName() const { return mFilename; }
void setSoundFileName(StringTableEntry filename) { mFilename = filename; }
bool getPreload() const { return mPreload; }
void setPreload(bool preload) { mPreload = preload; }
/// @note This has nothing to do with mPreload.
/// @see SimDataBlock::preload
bool preload( bool server, String &errorStr ) override;
/// Returns the sound resource loading it from
/// disk if it hasn't been preloaded.
///
/// @note May be NULL if file is loaded directly through SFXDevice.
Resource<SFXResource>& getResource();
/// Returns the device specific buffer for this for this
/// sound. If it hasn't been preloaded it will be loaded
/// at this time.
///
/// If this is a streaming profile then the buffer
/// returned must be deleted by the caller.
SFXBuffer* getBuffer();
/// Gets the sound duration in milliseconds or
/// returns 0 if the resource was not found.
U32 getSoundDuration();
///
ChangedSignal& getChangedSignal() { return mChangedSignal; }
public:
/*C*/ SFXProfile(const SFXProfile&, bool = false);
SFXProfile* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
void onPerformSubstitutions() override;
bool allowSubstitutions() const override { return true; }
};
#endif // _SFXPROFILE_H_