mirror of
https://github.com/ptitSeb/Serious-Engine
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171 lines
6.3 KiB
C++
171 lines
6.3 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_SOUNDOBJECT_H
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#define SE_INCL_SOUNDOBJECT_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Functions.h>
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// sound control values
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#define SOF_NONE (0L)
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#define SOF_LOOP (1L<<0) // looping sound
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#define SOF_3D (1L<<1) // has 3d effects
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#define SOF_VOLUMETRIC (1L<<2) // no 3d effects inside hot-spot
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#define SOF_SURROUND (1L<<3) // surround effect
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#define SOF_LOCAL (1L<<4) // local to listener with same entity
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#define SOF_SMOOTHCHANGE (1L<<5) // for smooth transition from one sound to another on same channel
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#define SOF_MUSIC (1L<<6) // use music-volume master control instead of sound-volume
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#define SOF_NONGAME (1L<<7) // game sounds are not mixed while the game is paused
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#define SOF_NOFILTER (1L<<8) // used to disable listener-specific filters - i.e. underwater
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#define SOF_PAUSED (1L<<28) // playing, but paused (internal)
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#define SOF_LOADED (1L<<29) // sound just loaded (internal)
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#define SOF_PREPARE (1L<<30) // prepared for playing (internal)
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#define SOF_PLAY (1L<<31) // currently playing
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// sound parameters
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class CSoundParameters {
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public:
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FLOAT sp_fLeftVolume; // left channel volume (0.0f-1.0f)
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FLOAT sp_fRightVolume; // right channel volume
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SLONG sp_slLeftFilter; // left channel bass enhance (32767-0, 0=max)
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SLONG sp_slRightFilter; // right channel bass enhance
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FLOAT sp_fPhaseShift; // right channel(!) delay in seconds (signed! fixint 16:16)
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FLOAT sp_fPitchShift; // playing speed factor (>0, 1.0=normal)
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FLOAT sp_fDelay; // seconds to wait before actual sound play start
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};
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// 3d sound parameters
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class CSoundParameters3D {
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public:
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FLOAT sp3_fPitch; // sound pitch 1=normal
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FLOAT sp3_fFalloff; // distance when sound can't be heard any more
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FLOAT sp3_fHotSpot; // sound at maximum volume
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FLOAT sp3_fMaxVolume; // maximum sound volume
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};
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class ENGINE_API CSoundObject {
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public:
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// Sound Object Aware class (notify class when direct sound pointer is not valid)
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CListNode so_Node; // for linking in list
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class CSoundDecoder *so_psdcDecoder; // only for sounds that are mpx/ogg
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public: //private:
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CSoundData *so_pCsdLink; // linked on SoundData
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SLONG so_slFlags; // playing flags
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// internal mixer parameters
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FLOAT so_fDelayed; // seconds already passed from start playing sound request
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FLOAT so_fLastLeftVolume; // volume from previous mixing (for seamless transition)
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FLOAT so_fLastRightVolume;
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SWORD so_swLastLeftSample; // samples from previous mixing (for filtering purposes)
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SWORD so_swLastRightSample;
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FLOAT so_fLeftOffset; // current playing offset of left channel
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FLOAT so_fRightOffset; // current playing offset of right channel
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FLOAT so_fOffsetDelta; // difference between offsets in samples (for seamless transition between phases)
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// sound parameters
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CEntity *so_penEntity; // entity that owns this sound (may be null)
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CSoundParameters so_sp; // currently active parameters
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CSoundParameters so_spNew; // parameters to set on next update
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CSoundParameters3D so_sp3; // 3d sound parameters
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/* Play Buffer */
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void PlayBuffer(void);
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/* Stop Buffer */
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void StopBuffer(void);
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/* Update all 3d effects. */
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void Update3DEffects(void);
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/* Prepare sound */
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void PrepareSound(void);
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// get proper sound object for predicted events - return NULL the event is already predicted
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CSoundObject *GetPredictionTail(ULONG ulTypeID, ULONG ulEventID);
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// play sound - internal function - doesn't account for prediction
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void Play_internal( CSoundData *pCsdLink, SLONG slFlags);
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void Stop_internal(void);
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public:
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// Constructor
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CSoundObject();
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// Destructor
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~CSoundObject();
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// copy from another object of same class
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void Copy(CSoundObject &soOther);
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// play sound
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void Play( CSoundData *pCsdLink, SLONG slFlags);
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// stop playing sound
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void Stop( void);
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// Pause -> Stop playing sound but keep it linked to data
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inline void Pause(void) { so_slFlags |= SOF_PAUSED; };
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// Resume -> Resume playing stoped sound
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inline void Resume(void) { so_slFlags &= ~SOF_PAUSED; };
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// check if sound is playing
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inline BOOL IsPlaying(void) {
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return (so_slFlags&SOF_PLAY);
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};
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// check if sound is paused
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inline BOOL IsPaused(void) {
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return (so_slFlags&SOF_PAUSED);
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};
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// Check if hooked
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inline BOOL IsHooked(void) const { return so_Node.IsLinked(); };
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// Set volume
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inline void SetVolume( FLOAT fLeftVolume, FLOAT fRightVolume) {
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ASSERT( fLeftVolume <= SL_VOLUME_MAX && fLeftVolume >= SL_VOLUME_MIN);
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ASSERT( fRightVolume <= SL_VOLUME_MAX && fRightVolume >= SL_VOLUME_MIN);
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so_spNew.sp_fLeftVolume = fLeftVolume *(1.0f/SL_VOLUME_MAX);
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so_spNew.sp_fRightVolume = fRightVolume*(1.0f/SL_VOLUME_MAX);
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};
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// Set filter
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inline void SetFilter( FLOAT fLeftFilter, FLOAT fRightFilter) { // 1=no filter (>1=more bass)
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ASSERT( (fLeftFilter >= 1) && (fRightFilter >= 1));
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so_spNew.sp_slLeftFilter = FloatToInt(32767.0/fLeftFilter);
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so_spNew.sp_slRightFilter = FloatToInt(32767.0/fRightFilter);
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};
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// Set pitch shifting
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inline void SetPitch( FLOAT fPitch) { // 1.0 for normal (<1 = slower, >1 = faster playing)
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ASSERT( fPitch > 0);
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so_spNew.sp_fPitchShift = fPitch;
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};
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// Set phase shifting
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inline void SetPhase( FLOAT fPhase) { // right channel delay in seconds (0 = no delay)
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ASSERT( (fPhase <= 1) && (fPhase >= -1));
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so_spNew.sp_fPhaseShift = fPhase;
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};
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// Set delay
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inline void SetDelay( FLOAT fDelay) { // in seconds (0 = no delay)
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ASSERT( fDelay >= 0);
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so_spNew.sp_fDelay = fDelay;
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};
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// Set Position in 3D
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inline void SetOwner(CEntity*pen) {
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so_penEntity = pen;
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};
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// Set 3D parameters
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void Set3DParameters(FLOAT fMaxDistance, FLOAT fMinDistance, FLOAT fMaxVolume, FLOAT fPitch);
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// read/write functions
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void Read_t(CTStream *pistr); // throw char *
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void Write_t(CTStream *postr); // throw char *
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// Obtain sound and play it for this object
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void Play_t(const CTFileName &fnmSound, SLONG slFlags); // throw char *
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// hard set sound offset in seconds
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void SetOffset(FLOAT fOffset);
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};
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#endif /* include-once check. */
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