183 lines
8.0 KiB
C++
183 lines
8.0 KiB
C++
// Copyright (c) 2008-2010 Raynaldo (Wildicv) Rivera, Joshua (Dark_Kilauea) Jones
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// This file is part of the "cAudio Engine"
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// For conditions of distribution and use, see copyright notice in cAudio.h
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#ifndef IAUDIOSOURCE_H
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#define IAUDIOSOURCE_H
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#include "cAudioDefines.h"
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#include "IRefCounted.h"
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#include "IAudioDecoder.h"
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#include "cVector3.h"
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#include "IEffect.h"
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#include "IFilter.h"
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#include "ISourceEventHandler.h"
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namespace cAudio
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{
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class IAudioSource : public IRefCounted
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{
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public:
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IAudioSource() {}
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virtual ~IAudioSource() {}
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//! Plays the source with the default or last set values
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virtual bool play() = 0;
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//! Plays the source in 2D mode
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virtual bool play2d(const bool& toLoop = false) = 0;
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//! Plays the source in 3D mode
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virtual bool play3d(const cVector3& position, const float& soundstr = 1.0 , const bool& toLoop = false) = 0;
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//! Pauses playback of the sound source
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virtual void pause() = 0;
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//! Stops playback of the sound source
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virtual void stop() = 0;
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//! Controls whether the source should loop or not
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virtual void loop(const bool& toLoop) = 0;
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//! Seeks through the audio stream to a specific spot
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/** Note: May not be supported by all codecs
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\param seconds: Number of seconds to seek
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\param relative: Whether to seek from the current position or the start of the stream
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\return True on success, False if the codec does not support seeking. */
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virtual bool seek(const float& seconds, bool relative = false) = 0;
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//! Normally called every frame by the audio manager to update the internal buffers
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//! Note: For internal use only.
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virtual bool update() = 0;
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//! Releases all resources used by the audio source, normally used to clean up before deletion
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//! Note: For internal use only.
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virtual void release() = 0;
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//! Returns if the source is ready to be used
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virtual const bool isValid() const = 0;
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//! Returns if the source is playing
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virtual const bool isPlaying() const = 0;
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//! Returns if the source is paused
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virtual const bool isPaused() const = 0;
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//! Returns if the source is stopped
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virtual const bool isStopped() const = 0;
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//! Returns if the source is looping
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virtual const bool isLooping() const = 0;
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//! Sets the position of the source in 3D space
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virtual void setPosition(const cVector3& position) = 0;
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//! Sets the current velocity of the source for doppler effects
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virtual void setVelocity(const cVector3& velocity) = 0;
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//! Sets the direction the source is facing
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virtual void setDirection(const cVector3& direction) = 0;
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//! Sets the factor used in attenuating the source over distance
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//! Larger values make it attenuate faster, smaller values make the source carry better
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//! Range: 0.0f to +inf (Default: 1.0f)
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virtual void setRolloffFactor(const float& rolloff) = 0;
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//! Sets how well the source carries over distance
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//! Same as setRolloffFactor(1.0f/soundstrength)
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//! Range: 0.0f to +inf (Default: 1.0f)
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virtual void setStrength(const float& soundstrength) = 0;
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//! Sets the distance from the source where attenuation will begin
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//! Range: 0.0f to +inf
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virtual void setMinDistance(const float& minDistance) = 0;
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//! Sets the distance from the source where attenuation will stop
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//! Range: 0.0f to +inf
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virtual void setMaxDistance(const float& maxDistance) = 0;
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//! Sets the pitch of the source
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virtual void setPitch(const float& pitch) = 0;
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//! Sets the source volume before attenuation and other effects
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//! Range: 0.0f to +inf (Default: 1.0f)
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virtual void setVolume(const float& volume) = 0;
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//! Sets the minimum volume that the source can be attenuated to
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//! Range: 0.0f to +inf (Default: 0.0f)
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virtual void setMinVolume(const float& minVolume) = 0;
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//! Sets the maximum volume that the source can achieve
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//! Range: 0.0f to +inf (Default: 1.0f)
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virtual void setMaxVolume(const float& maxVolume) = 0;
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//! Sets the angle of the inner sound cone of the source
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//! Note: This causes the sound to be loudest only if the listener is inside this cone
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//! Range: 0.0f to 360.0f (Default: 360.0f)
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virtual void setInnerConeAngle(const float& innerAngle) = 0;
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//! Sets the angle of the outer sound cone of the source
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//! Note: If the listener is outside of this cone, the sound cannot be heard. Between the inner cone angle and this angle, the sound volume will fall off
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//! Range: 0.0f to 360.0f (Default: 360.0f)
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virtual void setOuterConeAngle(const float& outerAngle) = 0;
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//! Sets how much the volume of the source is scaled in the outer cone
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//! Range: 0.0f to +inf (Default: 0.0f)
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virtual void setOuterConeVolume(const float& outerVolume) = 0;
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//! Sets the doppler strength, which enhances or diminishes the doppler effect
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//! Range: 0.0f to +inf (Default: 1.0f)
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virtual void setDopplerStrength(const float& dstrength) = 0;
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//! Overrides the doppler velocity vector
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virtual void setDopplerVelocity(const cVector3& dvelocity) = 0;
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//! Convenience function to automatically set the velocity and position for you in a single call
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//! Velocity will be set to new position - last position
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virtual void move(const cVector3& position) = 0;
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//! Returns the audio objects position
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virtual const cVector3 getPosition() const = 0;
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//! Returns the audio objects velocity
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virtual const cVector3 getVelocity() const = 0;
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//! Returns the audio objects direction
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virtual const cVector3 getDirection() const = 0;
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//! Returns the factor used in attenuating the source over distance
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virtual const float getRolloffFactor() const = 0;
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//! Returns the strength of the source
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virtual const float getStrength() const = 0;
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//! Returns the distance from the source where attenuation will begin
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virtual const float getMinDistance() const = 0;
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//! Returns the distance from the source where attenuation will stop
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virtual const float getMaxDistance() const = 0;
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//! Returns the pitch of the source
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virtual const float getPitch() const = 0;
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//! Returns the source volume before attenuation and other effects
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virtual const float getVolume() const = 0;
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//! Returns the minimum volume that the source can be attenuated to
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virtual const float getMinVolume() const = 0;
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//! Returns the maximum volume that the source can achieve
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virtual const float getMaxVolume() const = 0;
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//! Returns the angle of the inner sound cone of the source
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virtual const float getInnerConeAngle() const = 0;
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//! Returns the angle of the outer sound cone of the source
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virtual const float getOuterConeAngle() const = 0;
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//! Returns how much the volume of the source is scaled in the outer cone
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virtual const float getOuterConeVolume() const = 0;
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//! Returns the doppler strength, which enhances or diminishes the doppler effect
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virtual const float getDopplerStrength() const = 0;
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//! Returns the override for the doppler velocity vector
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virtual const cVector3 getDopplerVelocity() const = 0;
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//!Registers a new event handler to source
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virtual void registerEventHandler(ISourceEventHandler* handler) = 0;
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//!Unregisters specified event handler from source
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virtual void unRegisterEventHandler(ISourceEventHandler* handler) = 0;
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//!Unregisters all event handlers attached to source
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virtual void unRegisterAllEventHandlers() = 0;
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#ifdef CAUDIO_EFX_ENABLED
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//! Returns the number of effects at one time this source can support
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virtual unsigned int getNumEffectSlotsAvailable() const = 0;
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//! Attaches an EFX audio effect to this sound source to a specific slot
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//! Range (slot): 0 to getNumEffectSlotsAvailable()
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virtual bool attachEffect(unsigned int slot, IEffect* effect) = 0;
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//! Removes an EFX audio effect from this sound source
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//! Range (slot): 0 to getNumEffectSlotsAvailable()
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virtual void removeEffect(unsigned int slot) = 0;
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//! Attaches an audio filter to this sound source that will operate on the direct feed, seperate from any effects
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virtual bool attachFilter(IFilter* filter) = 0;
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//! Removes the previously attached filter
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virtual void removeFilter() = 0;
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#endif
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protected:
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private:
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};
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};
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#endif //! IAUDIO_H
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