blender/source/gameengine/Ketsji/KX_SoundActuator.h
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
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).
2004-10-16 11:41:50 +00:00

110 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"
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);
virtual bool Update(double curtime, bool frame);
CValue* GetReplica();
/* -------------------------------------------------------------------- */
/* Python interface --------------------------------------------------- */
/* -------------------------------------------------------------------- */
virtual PyObject* _getattr(const STR_String& 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);
KX_PYMETHOD(KX_SoundActuator,SetType);
KX_PYMETHOD(KX_SoundActuator,GetType);
};
#endif //__KX_SOUNDACTUATOR