7b2567924b
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
110 lines
3.2 KiB
C++
110 lines
3.2 KiB
C++
/**
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* KX_SoundActuator.h
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __KX_SOUNDACTUATOR
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#define __KX_SOUNDACTUATOR
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#include "SCA_IActuator.h"
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class KX_SoundActuator : public SCA_IActuator
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{
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Py_Header;
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bool m_lastEvent;
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bool m_isplaying;
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/* just some handles to the audio-data... */
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class SND_SoundObject* m_soundObject;
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class SND_Scene* m_soundScene;
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short m_startFrame;
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short m_endFrame;
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bool m_pino;
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public:
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enum KX_SOUNDACT_TYPE
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{
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KX_SOUNDACT_NODEF = 0,
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KX_SOUNDACT_PLAYSTOP,
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KX_SOUNDACT_PLAYEND,
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KX_SOUNDACT_LOOPSTOP,
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KX_SOUNDACT_LOOPEND,
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KX_SOUNDACT_LOOPBIDIRECTIONAL,
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KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP,
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KX_SOUNDACT_MAX
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};
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KX_SOUNDACT_TYPE m_type;
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KX_SoundActuator(SCA_IObject* gameobj,
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class SND_SoundObject* sndobj,
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class SND_Scene* sndscene,
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KX_SOUNDACT_TYPE type,
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short start,
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short end,
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PyTypeObject* T=&Type);
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~KX_SoundActuator();
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void setSoundObject(class SND_SoundObject* soundobject);
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virtual bool Update(double curtime, bool frame);
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CValue* GetReplica();
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/* -------------------------------------------------------------------- */
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/* Python interface --------------------------------------------------- */
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/* -------------------------------------------------------------------- */
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virtual PyObject* _getattr(const STR_String& attr);
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KX_PYMETHOD(KX_SoundActuator,SetFilename);
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KX_PYMETHOD(KX_SoundActuator,GetFilename);
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KX_PYMETHOD(KX_SoundActuator,StartSound);
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KX_PYMETHOD(KX_SoundActuator,PauseSound);
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KX_PYMETHOD(KX_SoundActuator,StopSound);
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KX_PYMETHOD(KX_SoundActuator,SetGain);
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KX_PYMETHOD(KX_SoundActuator,GetGain);
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KX_PYMETHOD(KX_SoundActuator,SetPitch);
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KX_PYMETHOD(KX_SoundActuator,GetPitch);
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KX_PYMETHOD(KX_SoundActuator,SetRollOffFactor);
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KX_PYMETHOD(KX_SoundActuator,GetRollOffFactor);
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KX_PYMETHOD(KX_SoundActuator,SetLooping);
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KX_PYMETHOD(KX_SoundActuator,GetLooping);
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KX_PYMETHOD(KX_SoundActuator,SetPosition);
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KX_PYMETHOD(KX_SoundActuator,SetVelocity);
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KX_PYMETHOD(KX_SoundActuator,SetOrientation);
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KX_PYMETHOD(KX_SoundActuator,SetType);
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KX_PYMETHOD(KX_SoundActuator,GetType);
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};
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#endif //__KX_SOUNDACTUATOR
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