Torque3D/Engine/source/T3D/components/audio/SoundComponent.h
2018-02-04 09:32:39 +10:00

129 lines
4.5 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 EXAMPLE_COMPONENT_H
#define EXAMPLE_COMPONENT_H
#pragma once
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef RENDER_COMPONENT_INTERFACE_H
#include "T3D/components/render/renderComponentInterface.h"
#endif
class SFXSource;
//SoundComponent
//A basic example of the various functions you can utilize to make your own component!
//This example doesn't really DO anything, persay, but you can readily copy it as a base
//and use it as a starting point for your own.
class SoundComponent : public Component, public RenderComponentInterface, public EditorInspectInterface
{
typedef Component Parent;
public:
enum PublicConstants
{
MaxSoundThreads = 4, ///< Should be a power of 2
};
/// @name Network state masks
/// @{
///
enum SoundComponentMasks
{
SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
};
enum BaseMaskConstants
{
SoundMask = (SoundMaskN << MaxSoundThreads) - SoundMaskN,
};
/// @name Scripted Sound
/// @{
struct Sound {
bool play; ///< Are we playing this sound?
SimTime timeout; ///< Time until we stop playing this sound.
SFXTrack* profile; ///< Profile on server
SFXSource* sound; ///< Sound on client
Sound()
{
play = false;
timeout = 0;
profile = NULL;
sound = NULL;
}
};
Sound mSoundThread[MaxSoundThreads];
SFXTrack* mSoundFile[MaxSoundThreads];
bool mPreviewSound[MaxSoundThreads];
bool mPlay[MaxSoundThreads];
/// @}
SoundComponent();
virtual ~SoundComponent();
DECLARE_CONOBJECT(SoundComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
static bool _previewSound(void *object, const char *index, const char *data);
static bool _autoplay(void *object, const char *index, const char *data);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void onComponentRemove();
virtual void onComponentAdd();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual void onInspect();
virtual void onEndInspect();
virtual void processTick();
virtual void advanceTime(F32 dt);
virtual void interpolateTick(F32 delta);
void prepRenderImage(SceneRenderState* state);
void _renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
virtual void playAudio(U32 slotNum, SFXTrack* profile = NULL);
virtual void stopAudio(U32 slot);
virtual void updateServerAudio();
virtual void updateAudioState(Sound& st);
virtual void updateAudioPos();
//why god why
virtual TSShape* getShape() { return NULL; };
Signal< void(RenderComponentInterface*) > onShapeChanged;
virtual TSShapeInstance* getShapeInstance() { return NULL; };
Signal< void(RenderComponentInterface*) > onShapeInstanceChanged;
virtual MatrixF getNodeTransform(S32 nodeIdx) { return MatrixF::Identity; };
virtual Vector<MatrixF> getNodeTransforms() { return NULL; };
virtual void setNodeTransforms(Vector<MatrixF> transforms) {};
};
#endif