open_toontown_panda3d/panda/src/audiotraits/fmodAudioSound.h

142 lines
3.8 KiB
C++

// Filename: fmodAudioSound.h
// Created by: cort (January 22, 2003)
// Prior system by: cary
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef __FMOD_AUDIO_SOUND_H__
#define __FMOD_AUDIO_SOUND_H__
#include <pandabase.h>
#ifdef HAVE_FMOD //[
#include "audioSound.h"
class FmodAudioManager;
#include <fmod.h>
class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
public:
~FmodAudioSound();
// For best compatability, set the loop_count, start_time,
// 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.
void play();
void stop();
// loop: false = play once; true = play forever.
// inits to false.
void set_loop(bool loop=true);
bool get_loop() const;
// loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1.
void set_loop_count(unsigned long loop_count=1);
unsigned long get_loop_count() const;
// 0 = begining; length() = end.
// inits to 0.0.
void set_time(float start_time=0.0);
float get_time() const;
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
void set_volume(float volume=1.0);
float get_volume() const;
// -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0.
void set_balance(float balance_right=0.0);
float get_balance() const;
// play_rate is any positive float value.
// inits to 1.0.
void set_play_rate(float play_rate=1.0f);
float get_play_rate() const;
// inits to manager's state.
void set_active(bool active=true);
bool get_active() const;
void set_finished_event(const string& event);
const string& get_finished_event() const;
const string& get_name() const;
// return: playing time in seconds.
float length() const;
// Controls the position of this sound's emitter.
// pos is a pointer to an xyz triplet of the emitter's position.
// vel is a pointer to an xyz triplet of the emitter's velocity.
void set_3d_attributes(float px, float py, float pz,
float vx, float vy, float vz);
void get_3d_attributes(float *px, float *py, float *pz,
float *vx, float *vy, float *vz);
void set_3d_min_distance(float dist);
float get_3d_min_distance() const;
void set_3d_max_distance(float dist);
float get_3d_max_distance() const;
AudioSound::SoundStatus status() const;
void finished();
protected:
private:
PT(FmodAudioManager) _manager;
FSOUND_STREAM *_audio;
string _file_name;
string _finished_event;
float _volume; // 0..1.0
float _balance; // -1..1
float _pos [3];
float _vel [3];
float _min_dist;
float _max_dist;
unsigned long _loop_count;
mutable float _length; // in seconds.
bool _active;
bool _paused;
bool _bExclusive; //stops all other sounds before playing when true
int _channel;
FmodAudioSound(FmodAudioManager* manager, FSOUND_STREAM *audio_data,
string file_name, float length=0.0f);
// forbidden functions!
FmodAudioSound(const FmodAudioSound& rhs) {}
const FmodAudioSound& operator=(const FmodAudioSound& rhs) { return *this; }
friend class FmodAudioManager;
};
#include "fmodAudioSound.I"
#endif //]
#endif /* __FMOD_AUDIO_SOUND_H__ */