Open Source Tomb Raider Engine
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SoundManager.h 1.7KB

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  1. /*!
  2. * \file include/SoundManager.h
  3. * \brief This is the audio manager Header
  4. *
  5. * \author xythobuz
  6. */
  7. #ifndef _SOUNDMANAGER_H_
  8. #define _SOUNDMANAGER_H_
  9. #include <vector>
  10. class SoundSource {
  11. public:
  12. SoundSource(glm::vec3 p, int i, int f)
  13. : pos(p), id(i), flags(f), source(-1), playing(false) { }
  14. void prepare();
  15. void play();
  16. void stop();
  17. glm::vec3 getPos() { return pos; }
  18. int getID() { return id; }
  19. int getFlags() { return flags; }
  20. int getSource() { return source; }
  21. bool isPlaying() { return playing; }
  22. private:
  23. glm::vec3 pos;
  24. int id, flags, source;
  25. bool playing;
  26. };
  27. class SoundDetail {
  28. public:
  29. SoundDetail(int s, float v) : sample(s), source(-1), volume(v) { }
  30. int getSample() { return sample; }
  31. float getVolume() { return volume; }
  32. int getSource() { return source; }
  33. void setSource(int s) { source = s; }
  34. private:
  35. int sample, source;
  36. float volume;
  37. };
  38. class SoundManager {
  39. public:
  40. static void clear();
  41. static int prepareSources();
  42. static void addSoundSource(glm::vec3 p, int id, int flags);
  43. static void addSoundMapEntry(int id);
  44. static void addSoundDetail(int sample, float volume);
  45. static void addSampleIndex(int index);
  46. // index --> SoundMap --> SoundDetails --> SampleIndices --> play
  47. static int getIndex(int index, float* volume = nullptr, SoundDetail** sd = nullptr);
  48. static int playSound(int index);
  49. static void listenAt(glm::vec3 pos, glm::vec3 at, glm::vec3 up);
  50. static void display();
  51. private:
  52. static std::vector<SoundSource> soundSources;
  53. static std::vector<int> soundMap;
  54. static std::vector<SoundDetail> soundDetails;
  55. static std::vector<int> sampleIndices;
  56. };
  57. #endif