blender/intern/SoundSystem/SND_SoundObject.h
2002-12-27 13:11:01 +00:00

163 lines
5.0 KiB
C++

/*
* SND_SoundObject.h
*
* Implementation of the abstract sound object
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef __SND_SOUNDOBJECT_H
#define __SND_SOUNDOBJECT_H
#include "SND_Object.h"
#include "STR_String.h"
/**
* SND_SoundObject is a class for api independent sounddata storage conected to an actuator
*/
class SND_SoundObject : public SND_Object
{
private:
STR_String m_samplename; /* name of the sample */
STR_String m_objectname; /* name of the object */
unsigned int m_buffer;
bool m_active; /* is the object active or not? */
int m_id;
MT_Scalar m_lifespan; /* the lifespan of the sound seconds */
MT_Scalar m_timestamp;
MT_Scalar m_length; /* length of the sample in seconds */
MT_Scalar m_gain; /* the gain of the object */
MT_Scalar m_rollofffactor; /* the scaling factor to increase or decrease the range
of a source by decreasing or increasing the
attenuation, respectively */
MT_Scalar m_referencedistance;/* the distance at which the listener will experience
gain */
MT_Scalar m_mingain; /* indicates the minimal gain which is always guaranteed
for this source */
MT_Scalar m_maxgain; /* indicates the maximal gain which is always guaranteed
for this source */
MT_Scalar m_pitch; /* the pitch of the object */
MT_Vector3 m_position; /* position; left/right, up/down, in/out */
MT_Vector3 m_velocity; /* velocity of the object */
MT_Matrix3x3 m_orientation; /* orientation of the object */
unsigned int m_loopmode; /* loop normal or bidirectional? */
unsigned int m_loopstart; /* start of looppoint in samples! */
unsigned int m_loopend; /* end of looppoint in samples! */
bool m_is3d; /* is the object 3D or 2D? */
int m_playstate; /* flag for current state of object */
bool m_modified;
unsigned int m_running;
bool m_highpriority; /* may the sound be ditched when we run out of voices? */
public:
SND_SoundObject();
~SND_SoundObject();
void SetBuffer(unsigned int buffer);
void SetActive(bool active);
void StartSound();
void StopSound();
void PauseSound();
void DeleteWhenFinished();
void SetObjectName(STR_String objectname);
void SetSampleName(STR_String samplename);
void SetLength(MT_Scalar length);
void SetPitch(MT_Scalar pitch);
void SetGain(MT_Scalar gain);
void SetMinGain(MT_Scalar mingain);
void SetMaxGain(MT_Scalar maxgain);
void SetRollOffFactor(MT_Scalar rollofffactor);
void SetReferenceDistance(MT_Scalar distance);
void SetPosition(const MT_Vector3& pos);
void SetVelocity(const MT_Vector3& vel);
void SetOrientation(const MT_Matrix3x3& orient);
void SetLoopMode(unsigned int loopmode);
void SetLoopStart(unsigned int loopstart);
void SetLoopEnd(unsigned int loopend);
void Set3D(bool threedee);
void SetPlaystate(int playstate);
void SetHighPriority(bool priority);
void SetId(int id);
void SetLifeSpan();
void SetTimeStamp(MT_Scalar timestamp);
void SetModified(bool modified);
bool IsLifeSpanOver(MT_Scalar curtime) const;
bool IsActive() const;
bool IsModified() const;
bool IsHighPriority() const;
void InitRunning();
bool IsRunning() const;
void AddRunning();
int GetId() const;
MT_Scalar GetLifeSpan() const;
MT_Scalar GetTimestamp() const;
unsigned int GetBuffer();
const STR_String& GetSampleName();
const STR_String& GetObjectName();
MT_Scalar GetLength() const;
MT_Scalar GetGain() const;
MT_Scalar GetPitch() const;
MT_Scalar GetMinGain() const;
MT_Scalar GetMaxGain() const;
MT_Scalar GetRollOffFactor() const;
MT_Scalar GetReferenceDistance() const;
MT_Vector3 GetPosition() const;
MT_Vector3 GetVelocity() const;
MT_Matrix3x3 GetOrientation() const;
unsigned int GetLoopMode() const;
unsigned int GetLoopStart() const;
unsigned int GetLoopEnd() const;
bool Is3D() const;
int GetPlaystate() const;
};
#endif //__SND_SOUNDOBJECT_H