blender/intern/SoundSystem/SND_Scene.h
2008-01-07 19:13:47 +00:00

105 lines
2.8 KiB
C++

/*
* SND_Scene.h
*
* The scene for sounds.
*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#ifndef __SND_SCENE_H
#define __SND_SCENE_H
#include "SoundDefines.h"
#include "SND_SoundObject.h"
#include "SND_CDObject.h"
#include "SND_SoundListener.h"
#include "SND_WaveSlot.h"
#include "MT_Vector3.h"
#include "MT_Matrix3x3.h"
#include "STR_String.h"
#include <set>
class SND_Scene
{
std::set<class SND_SoundObject*> m_soundobjects;
GEN_List m_activeobjects;
class SND_IAudioDevice* m_audiodevice;
class SND_WaveCache* m_wavecache;
class SND_SoundListener m_listener;
bool m_audio; // to check if audio works
bool m_audioplayback; // to check if audioplayback is wanted
void UpdateListener();
void BuildActiveList(MT_Scalar curtime);
void UpdateActiveObects();
void UpdateCD();
public:
SND_Scene(SND_IAudioDevice* adi);
~SND_Scene();
bool IsPlaybackWanted();
void AddActiveObject(SND_SoundObject* pObject, MT_Scalar curtime);
void RemoveActiveObject(SND_SoundObject* pObject);
void DeleteObjectWhenFinished(SND_SoundObject* pObject);
void Proceed();
int LoadSample(const STR_String& samplename,
void* memlocation,
int size);
void RemoveAllSamples();
bool CheckBuffer(SND_SoundObject* pObject);
bool IsSampleLoaded(STR_String& samplename);
void AddObject(SND_SoundObject* pObject);
bool SetCDObject(SND_CDObject* cdobject);
void DeleteObject(SND_SoundObject* pObject);
void RemoveAllObjects();
void StopAllObjects();
int GetObjectStatus(SND_SoundObject* pObject) const;
void SetListenerTransform(const MT_Vector3& pos,
const MT_Vector3& vel,
const MT_Matrix3x3& mat);
SND_SoundListener* GetListener();
};
#endif //__SND_SCENE_H