open_toontown_panda3d/panda/src/audio/audioSound.h

181 lines
6.5 KiB
C++

// Filename: audioSound.h
// Created by: skyler (June 6, 2001)
// Prior system by: cary
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef __AUDIOSOUND_H__
#define __AUDIOSOUND_H__
#include "config_audio.h"
#include "typedReferenceCount.h"
#include "pointerTo.h"
#include "filterProperties.h"
class AudioManager;
class EXPCL_PANDA_AUDIO AudioSound : public TypedReferenceCount {
PUBLISHED:
virtual ~AudioSound();
// For best compatibility, set the loop_count,
// volume, and balance, prior to calling play(). You may
// set them while they're playing, but it's implementation
// specific whether you get the results.
// - Calling play() a second time on the same sound before it is
// finished will start the sound again (creating a skipping or
// stuttering effect).
virtual void play() = 0;
virtual void stop() = 0;
// loop: false = play once; true = play forever.
// inits to false.
virtual void set_loop(bool loop=true) = 0;
virtual bool get_loop() const = 0;
// loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1.
virtual void set_loop_count(unsigned long loop_count=1) = 0;
virtual unsigned long get_loop_count() const = 0;
// Control time position within the sound.
// This is similar (in concept) to the seek position within
// a file.
// time in seconds: 0 = beginning; length() = end.
// inits to 0.0.
// - The current time position will not change while the sound is
// playing; you must call play() again to effect the change. To
// play the same sound from a time offset a second time,
// explicitly set the time position again. When looping, the
// second and later loops will start from the beginning of the
// sound.
// - If a sound is playing, calling get_time() repeatedly will
// return different results over time. e.g.:
// PN_stdfloat percent_complete = s.get_time() / s.length();
virtual void set_time(PN_stdfloat start_time=0.0) = 0;
virtual PN_stdfloat get_time() const = 0;
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
virtual void set_volume(PN_stdfloat volume=1.0) = 0;
virtual PN_stdfloat get_volume() const = 0;
// -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0.
virtual void set_balance(PN_stdfloat balance_right=0.0) = 0;
virtual PN_stdfloat get_balance() const = 0;
// play_rate is any positive PN_stdfloat value.
// inits to 1.0.
virtual void set_play_rate(PN_stdfloat play_rate=1.0f) = 0;
virtual PN_stdfloat get_play_rate() const = 0;
// inits to manager's state.
virtual void set_active(bool flag=true) = 0;
virtual bool get_active() const = 0;
// Set (or clear) the event that will be thrown when the sound
// finishes playing. To clear the event, pass an empty string.
virtual void set_finished_event(const string& event) = 0;
virtual const string& get_finished_event() const = 0;
// There is no set_name(), this is intentional.
virtual const string& get_name() const = 0;
// return: playing time in seconds.
virtual PN_stdfloat length() const = 0;
// Controls the position of this sound's emitter.
// px, py and pz are the emitter's position.
// vx, vy and vz are the emitter's velocity in UNITS PER SECOND (default: meters).
virtual void set_3d_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz,
PN_stdfloat vx, PN_stdfloat vy, PN_stdfloat vz);
virtual void get_3d_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz,
PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz);
// Controls the distance (in units) that this sound begins to fall off.
// Also affects the rate it falls off.
// Default is 1.0
// Closer/Faster, <1.0
// Farther/Slower, >1.0
virtual void set_3d_min_distance(PN_stdfloat dist);
virtual PN_stdfloat get_3d_min_distance() const;
// Controls the maximum distance (in units) that this sound stops falling off.
// The sound does not stop at that point, it just doesn't get any quieter.
// You should rarely need to adjust this.
// Default is 1000000000.0
virtual void set_3d_max_distance(PN_stdfloat dist);
virtual PN_stdfloat get_3d_max_distance() const;
// *_speaker_mix and *_speaker_level(s) serve the same purpose.
// *_speaker_mix is for use with FMOD.
// *_speaker_level(s) is for use with Miles.
// Both interfaces exist because of a significant difference in the
// two APIs. Hopefully the difference can be reconciled into a single
// interface at some point.
virtual PN_stdfloat get_speaker_mix(int speaker);
virtual void set_speaker_mix(PN_stdfloat frontleft, PN_stdfloat frontright, PN_stdfloat center, PN_stdfloat sub, PN_stdfloat backleft, PN_stdfloat backright, PN_stdfloat sideleft, PN_stdfloat sideright);
virtual PN_stdfloat get_speaker_level(int index);
virtual void set_speaker_levels(PN_stdfloat level1, PN_stdfloat level2=-1.0f, PN_stdfloat level3=-1.0f, PN_stdfloat level4=-1.0f, PN_stdfloat level5=-1.0f, PN_stdfloat level6=-1.0f, PN_stdfloat level7=-1.0f, PN_stdfloat level8=-1.0f, PN_stdfloat level9=-1.0f);
virtual int get_priority();
virtual void set_priority(int priority);
virtual bool configure_filters(FilterProperties *config);
enum SoundStatus { BAD, READY, PLAYING };
virtual SoundStatus status() const = 0;
virtual void output(ostream &out) const;
virtual void write(ostream &out) const;
protected:
AudioSound();
friend class AudioManager;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedReferenceCount::init_type();
register_type(_type_handle, "AudioSound",
TypedReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
inline ostream &
operator << (ostream &out, const AudioSound &sound) {
sound.output(out);
return out;
}
#include "audioSound.I"
EXPCL_PANDA_AUDIO ostream &
operator << (ostream &out, AudioSound::SoundStatus status);
#endif /* __AUDIOSOUND_H__ */