/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/**
* =========================================================================
* File : SoundGroup.h
* Project : 0 A.D.
* Description : Loads up a group of sound files with shared properties,
* and provides a simple interface for playing them.
* =========================================================================
*/
/*
Example usage:
Example SoundGroup.xml
1.0
0
1.0
100
0
0
0
1.0
360
360
audio/voice/hellenes/soldier/Attack_Attackx.ogg
audio/voice/hellenes/soldier/Attack_Chargex.ogg
audio/voice/hellenes/soldier/Attack_Engagex.ogg
audio/voice/hellenes/soldier/Attack_ForMyFamily.ogg
*/
#ifndef INCLUDED_SOUNDGROUP_H
#define INCLUDED_SOUNDGROUP_H
#include "lib/config2.h"
#include "lib/file/vfs/vfs_path.h"
#include "simulation2/system/Entity.h"
#include "soundmanager/data/SoundData.h"
#include
class CVector3D;
class ISoundItem;
enum eSndGrpFlags
{
eRandOrder = 0x01,
eRandGain = 0x02,
eRandPitch = 0x04,
eLoop = 0x08,
eOmnipresent = 0x10,
eDistanceless = 0x20,
eOwnerOnly = 0x40
};
class CSoundGroup
{
NONCOPYABLE(CSoundGroup);
public:
CSoundGroup(const VfsPath& pathnameXML);
CSoundGroup();
~CSoundGroup();
// Play next sound in group
// @param position world position of the entity generating the sound
// (ignored if the eOmnipresent flag is set)
void PlayNext(const CVector3D& position, entity_id_t source);
float RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff);
// Load a group
bool LoadSoundGroup(const VfsPath& pathnameXML);
void Reload();
// Release all remaining loaded handles
void ReleaseGroup();
// Update SoundGroup, remove dead sounds from intensity count
void Update(float TimeSinceLastFrame);
// Set a flag using a value from eSndGrpFlags
inline void SetFlag(int flag) { m_Flags = (unsigned char)(m_Flags | flag); }
// Test flag, returns true if flag is set.
inline bool TestFlag(int flag) { return (m_Flags & flag) != 0; }
private:
void SetGain(float gain);
void UploadPropertiesAndPlay(size_t theIndex, const CVector3D& position, entity_id_t source);
void SetDefaultValues();
size_t m_index; // index of the next sound to play
#if CONFIG2_AUDIO
std::vector snd_group; // we store the handles so we can load now and play later
#endif
std::vector filenames; // we need the filenames so we can reload when necessary.
VfsPath m_filepath; // the file path for the list of sound file resources
float m_CurTime; // Time elapsed since soundgroup was created
float m_TimeWindow; // The Intensity Threshold Window
size_t m_IntensityThreshold; // the allowable intensity before a sound switch
size_t m_Intensity; // our current intensity(number of sounds played since m_CurTime - m_TimeWindow)
float m_Decay; //
unsigned char m_Flags; // up to eight individual parameters, use with eSndGrpFlags.
float m_Gain;
float m_Pitch;
float m_Priority;
float m_ConeOuterGain;
float m_PitchUpper;
float m_PitchLower;
float m_GainUpper;
float m_GainLower;
float m_ConeInnerAngle;
float m_ConeOuterAngle;
};
#endif //#ifndef INCLUDED_SOUNDGROUP_H