forked from bartvdbraak/blender
5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
/*
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* SND_Scene.h
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*
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* The scene for sounds.
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*
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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*/
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#ifdef WIN32
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#ifndef __SND_SCENE_H
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#define __SND_SCENE_H
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#include "SoundDefines.h"
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#include "SND_SoundObject.h"
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#include "SND_CDObject.h"
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#include "SND_SoundListener.h"
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#include "SND_WaveSlot.h"
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#include "MT_Vector3.h"
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#include "MT_Matrix3x3.h"
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#include "STR_String.h"
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#include <set>
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class SND_Scene
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{
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std::set<class SND_SoundObject*> m_soundobjects;
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GEN_List m_activeobjects;
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class SND_IAudioDevice* m_audiodevice;
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class SND_WaveCache* m_wavecache;
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class SND_SoundListener m_listener;
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bool m_audio; // to check if audio works
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bool m_audioplayback; // to check if audioplayback is wanted
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void UpdateListener();
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void BuildActiveList(MT_Scalar curtime);
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void UpdateActiveObects();
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void UpdateCD();
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public:
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SND_Scene(SND_IAudioDevice* adi);
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~SND_Scene();
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bool IsPlaybackWanted();
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void AddActiveObject(SND_SoundObject* pObject, MT_Scalar curtime);
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void RemoveActiveObject(SND_SoundObject* pObject);
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void DeleteObjectWhenFinished(SND_SoundObject* pObject);
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void Proceed();
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int LoadSample(const STR_String& samplename,
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void* memlocation,
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int size);
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void RemoveAllSamples();
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bool CheckBuffer(SND_SoundObject* pObject);
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bool IsSampleLoaded(STR_String& samplename);
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void AddObject(SND_SoundObject* pObject);
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bool SetCDObject(SND_CDObject* cdobject);
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void DeleteObject(SND_SoundObject* pObject);
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void RemoveAllObjects();
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void StopAllObjects();
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int GetObjectStatus(SND_SoundObject* pObject) const;
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void SetListenerTransform(const MT_Vector3& pos,
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const MT_Vector3& vel,
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const MT_Matrix3x3& mat);
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SND_SoundListener* GetListener();
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};
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#endif //__SND_SCENE_H
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