blender/source/gameengine/Ketsji/KX_SoundActuator.h
Joerg Mueller 9772eb4d5f Audaspace:
* Renamed AUD_Handle to AUD_Channel in the C-API to prevent errors with the C++ version of AUD_Handle.
* Added Python API!!!
2010-07-09 12:35:40 +00:00

126 lines
3.8 KiB
C++

/**
* KX_SoundActuator.h
*
* $Id$
*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
#ifndef __KX_SOUNDACTUATOR
#define __KX_SOUNDACTUATOR
#include "SCA_IActuator.h"
#include "AUD_C-API.h"
#include "BKE_sound.h"
typedef struct KX_3DSoundSettings
{
float min_gain;
float max_gain;
float reference_distance;
float max_distance;
float rolloff_factor;
float cone_inner_angle;
float cone_outer_angle;
float cone_outer_gain;
} KX_3DSoundSettings;
class KX_SoundActuator : public SCA_IActuator
{
Py_Header;
bool m_isplaying;
AUD_Sound* m_sound;
float m_volume;
float m_pitch;
bool m_is3d;
KX_3DSoundSettings m_3d;
AUD_Channel* m_handle;
void play();
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,
AUD_Sound* sound,
float volume,
float pitch,
bool is3d,
KX_3DSoundSettings settings,
KX_SOUNDACT_TYPE type);
~KX_SoundActuator();
virtual bool Update(double curtime, bool frame);
CValue* GetReplica();
void ProcessReplica();
#ifndef DISABLE_PYTHON
/* -------------------------------------------------------------------- */
/* Python interface --------------------------------------------------- */
/* -------------------------------------------------------------------- */
KX_PYMETHOD_DOC_NOARGS(KX_SoundActuator, startSound);
KX_PYMETHOD_DOC_NOARGS(KX_SoundActuator, pauseSound);
KX_PYMETHOD_DOC_NOARGS(KX_SoundActuator, stopSound);
static int pyattr_set_3d_property(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static int pyattr_set_audposition(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static int pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static int pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static int pyattr_set_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static int pyattr_set_type(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_3d_property(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_audposition(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_type(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
#endif // DISABLE_PYTHON
};
#endif //__KX_SOUNDACTUATOR