Line data Source code
1 : /* Copyright (C) 2021 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_SOUNDGROUP_H
19 : #define INCLUDED_SOUNDGROUP_H
20 :
21 : #include "lib/config2.h"
22 : #include "lib/file/vfs/vfs_path.h"
23 : #include "lib/types.h"
24 : #include "simulation2/system/Entity.h"
25 : #include "soundmanager/data/SoundData.h"
26 :
27 : #include <vector>
28 :
29 : class CVector3D;
30 :
31 : enum eSndGrpFlags
32 : {
33 : eRandOrder = 0x01,
34 : eRandGain = 0x02,
35 : eRandPitch = 0x04,
36 : eLoop = 0x08,
37 : eOmnipresent = 0x10,
38 : eDistanceless = 0x20,
39 : eOwnerOnly = 0x40
40 : };
41 :
42 : // Loads up a group of sound files with shared properties,
43 : // and provides a simple interface for playing them.
44 : class CSoundGroup
45 : {
46 : NONCOPYABLE(CSoundGroup);
47 : public:
48 : CSoundGroup(const VfsPath& pathnameXML);
49 : CSoundGroup();
50 : ~CSoundGroup();
51 :
52 : // Play next sound in group
53 : // @param position world position of the entity generating the sound
54 : // (ignored if the eOmnipresent flag is set)
55 : void PlayNext(const CVector3D& position, entity_id_t source);
56 :
57 : float RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff);
58 :
59 : // Load a group
60 : bool LoadSoundGroup(const VfsPath& pathnameXML);
61 :
62 : void Reload();
63 :
64 : // Release all remaining loaded handles
65 : void ReleaseGroup();
66 :
67 : // Update SoundGroup, remove dead sounds from intensity count
68 : void Update(float TimeSinceLastFrame);
69 :
70 : // Set a flag using a value from eSndGrpFlags
71 0 : inline void SetFlag(int flag) { m_Flags = (unsigned char)(m_Flags | flag); }
72 :
73 : // Test flag, returns true if flag is set.
74 0 : inline bool TestFlag(int flag) { return (m_Flags & flag) != 0; }
75 :
76 : private:
77 : void SetGain(float gain);
78 :
79 : void UploadPropertiesAndPlay(size_t theIndex, const CVector3D& position, entity_id_t source);
80 :
81 : void SetDefaultValues();
82 : #if CONFIG2_AUDIO
83 : // We store the handles so we can load now and play later
84 : std::vector<CSoundData*> m_SoundGroups;
85 : #endif
86 : u32 m_Seed;
87 : // We need the filenames so we can reload when necessary.
88 : std::vector<std::wstring> m_Filenames;
89 : // The file path for the list of sound file resources
90 : VfsPath m_Filepath;
91 : size_t m_CurrentSoundIndex;
92 : float m_ConeInnerAngle;
93 : float m_ConeOuterAngle;
94 : float m_ConeOuterGain;
95 : // Time elapsed since soundgroup was created
96 : float m_CurTime;
97 : float m_Decay;
98 : float m_Gain;
99 : float m_GainUpper;
100 : float m_GainLower;
101 : // Distance attenuation settings
102 : float m_MinDist;
103 : float m_MaxDist;
104 : // How much stereo separation to apply to sounds based on L-R position relative to the camera.
105 : float m_MaxStereoAngle;
106 : // The allowable intensity before a sound switch
107 : float m_IntensityThreshold;
108 : float m_Pitch;
109 : float m_PitchLower;
110 : float m_PitchUpper;
111 : float m_Priority;
112 : // Up to eight individual parameters, use with eSndGrpFlags.
113 : u8 m_Flags;
114 : };
115 :
116 : #endif //#ifndef INCLUDED_SOUNDGROUP_H
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