blender/source/gameengine/Ketsji/KX_SoundActuator.h
Kent Mein b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00

112 lines
3.2 KiB
C++

/**
* KX_SoundActuator.h
*
* $Id$
*
* ***** 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 __KX_SOUNDACTUATOR
#define __KX_SOUNDACTUATOR
#include "SCA_IActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
class KX_SoundActuator : public SCA_IActuator
{
Py_Header;
bool m_lastEvent;
bool m_isplaying;
/* just some handles to the audio-data... */
class SND_SoundObject* m_soundObject;
class SND_Scene* m_soundScene;
short m_startFrame;
short m_endFrame;
bool m_pino;
public:
enum KX_SOUNDACT_TYPE
{
KX_SOUNDACT_NODEF = 0,
KX_SOUNDACT_PLAYSTOP,
KX_SOUNDACT_PLAYEND,
KX_SOUNDACT_LOOPSTOP,
KX_SOUNDACT_LOOPEND,
KX_SOUNDACT_LOOPBIDIRECTIONAL,
KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP,
KX_SOUNDACT_MAX
};
KX_SOUNDACT_TYPE m_type;
KX_SoundActuator(SCA_IObject* gameobj,
class SND_SoundObject* sndobj,
class SND_Scene* sndscene,
KX_SOUNDACT_TYPE type,
short start,
short end,
PyTypeObject* T=&Type);
~KX_SoundActuator();
void setSoundObject(class SND_SoundObject* soundobject);
bool Update(double curtime,double deltatime);
CValue* GetReplica();
/* -------------------------------------------------------------------- */
/* Python interface --------------------------------------------------- */
/* -------------------------------------------------------------------- */
PyObject* _getattr(char *attr);
KX_PYMETHOD(KX_SoundActuator,SetFilename);
KX_PYMETHOD(KX_SoundActuator,GetFilename);
KX_PYMETHOD(KX_SoundActuator,StartSound);
KX_PYMETHOD(KX_SoundActuator,PauseSound);
KX_PYMETHOD(KX_SoundActuator,StopSound);
KX_PYMETHOD(KX_SoundActuator,SetGain);
KX_PYMETHOD(KX_SoundActuator,GetGain);
KX_PYMETHOD(KX_SoundActuator,SetPitch);
KX_PYMETHOD(KX_SoundActuator,GetPitch);
KX_PYMETHOD(KX_SoundActuator,SetRollOffFactor);
KX_PYMETHOD(KX_SoundActuator,GetRollOffFactor);
KX_PYMETHOD(KX_SoundActuator,SetLooping);
KX_PYMETHOD(KX_SoundActuator,GetLooping);
KX_PYMETHOD(KX_SoundActuator,SetPosition);
KX_PYMETHOD(KX_SoundActuator,SetVelocity);
KX_PYMETHOD(KX_SoundActuator,SetOrientation);
};
#endif //__KX_SOUNDACTUATOR