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