caudio/Headers/cAudioManager.h

152 lines
5.7 KiB
C++

// Copyright (c) 2008-2010 Raynaldo (Wildicv) Rivera, Joshua (Dark_Kilauea) Jones
// This file is part of the "cAudio Engine"
// For conditions of distribution and use, see copyright notice in cAudio.h
#ifndef CAUDIOMANAGER_H_INCLUDED
#define CAUDIOMANAGER_H_INCLUDED
#include <map>
#include <string>
#include <vector>
#include "cAudioSource.h"
#include "../include/IAudioDecoderFactory.h"
#include "cListener.h"
#include "../include/IAudioManager.h"
#include "../Headers/cMutex.h"
#include "../Headers/cAudioEffects.h"
#include <AL/al.h>
#include <AL/alc.h>
namespace cAudio
{
class IAudioSource;
class cAudioManager : public IAudioManager
{
public:
enum Events{
ON_INIT,
ON_UPDATE,
ON_RELEASE,
ON_SOURCECREATE,
ON_DECODERREGISTER,
ON_DATASOURCEREGISTER,
};
cAudioManager() : Device(NULL), Context(NULL), EFXSupported(false), Initialized(false) { }
virtual ~cAudioManager() { }
//!Inits the audio manager calling the alut/etc start ups
virtual bool initialize(const char* deviceName = 0x0, int outputFrequency = -1, int eaxEffectSlots = 4);
//!Shuts everything down
virtual void shutDown();
//!Updates the cAudio playback
virtual void update();
//!Gets you the cAudio object you want
virtual IAudioSource* getSoundByName(const char* name);
//!Releases "ALL" cAudio objects
virtual void releaseAllSources();
//!Releases a single cAudio source
virtual void release(IAudioSource* source);
//! Returns the name of an available playback device.
/** \param index: Specify which name to retrieve ( Range: 0 to getAvailableDeviceCount()-1 ) */
virtual const char* getAvailableDeviceName(unsigned int index);
//! Returns the number of playback devices available for use.
virtual unsigned int getAvailableDeviceCount();
//! Returns the name of the default system playback device.
virtual const char* getDefaultDeviceName();
//!Creates the cAudio object
virtual IAudioSource* create(const char* name, const char* filename, bool stream = false);
//!Loads data from memory or virtual file system
virtual IAudioSource* createFromMemory(const char* name, const char* data, size_t length, const char* extension);
//!Loads raw audio from memory.
virtual IAudioSource* createFromRaw(const char* name, const char* data, size_t length, unsigned int frequency, AudioFormats format);
//!Register Audio Codec
virtual bool registerAudioDecoder(IAudioDecoderFactory* factory, const char* extension);
//!Unregister Audio Codec (allows you to prevent an file type from being playable with new sound sources)
//!Note that all current sound sources will still continue to use any currently allocated decoders.
//!Will NOT delete any user added factory instance, you must do that yourself
virtual void unRegisterAudioDecoder(const char* extension);
//!Returns whether an audio decoder is currently registered for this file type
virtual bool isAudioDecoderRegistered(const char* extension);
//!Returns a registered audio decoder factory
virtual IAudioDecoderFactory* getAudioDecoderFactory(const char* extension);
//!Unregisters all Audio Codecs
//!Note that all current sound sources will still continue to use any currently allocated decoders.
//!Will NOT delete any user added factory instance, you must do that yourself
virtual void unRegisterAllAudioDecoders();
virtual bool registerDataSource(IDataSourceFactory* factory, const char* name, int priority);
virtual void unRegisterDataSource(const char* name);
virtual bool isDataSourceRegistered(const char* name);
virtual IDataSourceFactory* getDataSourceFactory(const char* name);
virtual void unRegisterAllDataSources();
//!Registers a new event handler to the manager
virtual void registerEventHandler(IManagerEventHandler* handler);
//!Unregisters specified event handler from manager
virtual void unRegisterEventHandler(IManagerEventHandler* handler) ;
//!Unregisters all event handlers attached to the manager
virtual void unRegisterAllEventHandlers();
//! Grabs a list of available devices, as well as the default system one
void getAvailableDevices();
virtual IListener* getListener() { return &initlistener; }
#ifdef CAUDIO_EFX_ENABLED
virtual IAudioEffects* getEffects() { return &initEffects; }
#endif
private:
//Mutex for thread syncronization
cAudioMutex Mutex;
//Make a Openal context pointer
ALCcontext* Context;
//Make a openal device pointer
ALCdevice* Device;
//Holds whether EFX is supported
bool EFXSupported;
//Whether the manager is currently initialized and ready to go.
bool Initialized;
//! Holds an index for fast searching of audio sources by name
std::map<std::string, IAudioSource*> audioIndex;
//! Holds all managed audio sources
std::vector<IAudioSource*> audioSources;
//! Decoder map that holds all decoders by file extension
std::map<std::string, IAudioDecoderFactory*> decodermap;
//! Archive map that holds all datasource types
std::map<std::string, IDataSourceFactory*> datasourcemap;
std::vector< std::pair<int, std::string> > dataSourcePriorityList;
//! The listener object
cListener initlistener;
#ifdef CAUDIO_EFX_ENABLED
//! Interface for audio effects
cAudioEffects initEffects;
#endif
//! Check for OpenAL errors
bool checkError();
std::vector<std::string> AvailableDevices;
std::string DefaultDevice;
//Signals a event to all event handlers
void signalEvent(Events sevent);
//! List of all attached event handlers
std::list<IManagerEventHandler*> eventHandlerList;
};
}
#endif //! CAUDIOMANAGER_H_INCLUDED