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