forked from bartvdbraak/blender
986267300b
Deleting the old internal audaspace. Major changes from there are: - The whole library was refactored to use C++11. - Many stability and performance improvements. - Major Python API refactor: - Most requested: Play self generated sounds using numpy arrays. - For games: Sound list, random sounds and dynamic music. - Writing sounds to files. - Sequencing API. - Opening sound devices, eg. Jack. - Ability to choose different OpenAL devices in the user settings.
111 lines
2.9 KiB
C++
111 lines
2.9 KiB
C++
/*******************************************************************************
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* Copyright 2015-2016 Juan Francisco Crespo Galán
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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#pragma once
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/**
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* @file SoundList.h
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* @ingroup fx
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* The SoundList class.
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*/
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#include "ISound.h"
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#include <vector>
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#include <memory>
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#include <mutex>
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AUD_NAMESPACE_BEGIN
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/**
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* This class allows to have a list of sound that will play sequentially or randomly with each playback.
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*/
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class AUD_API SoundList : public ISound
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{
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private:
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/**
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* The list of sounds that will play.
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*/
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std::vector<std::shared_ptr<ISound>> m_list;
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/**
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* Flag for random playback
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*/
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bool m_random = false;
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/**
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* Current sound index. -1 if no reader has been created.
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*/
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int m_index = -1;
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/**
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* Mutex to prevent multithreading crashes.
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*/
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std::recursive_mutex m_mutex;
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// delete copy constructor and operator=
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SoundList(const SoundList&) = delete;
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SoundList& operator=(const SoundList&) = delete;
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public:
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/**
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* Creates a new, empty sound list.
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* Sounds must be added to the list using the addSound() method.
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* \param random False if the sounds int he list must be played sequentially. True if random.
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*/
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SoundList(bool random = false);
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/**
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* Creates a new sound list and initializes it.
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* \param list A vector with sounds to initialize the list.
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* \param random False if the sounds int he list must be played sequentially. True if random.
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*/
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SoundList(std::vector<std::shared_ptr<ISound>>& list, bool random = false);
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virtual std::shared_ptr<IReader> createReader();
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/**
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* Adds a sound to the list.
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* The added sounds can be played sequentially or randomly dependig
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* on the m_random flag
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* \param sound A shared_ptr to the sound.
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*/
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void addSound(std::shared_ptr<ISound> sound);
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/**
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* Sets the playback mode of the sound list.
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* There are two posible modes, random and sequential.
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* \param random True to activate the random mode, false to activate sequential mode.
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*/
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void setRandomMode(bool random);
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/**
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* Returns the playback mode of the sound list.
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* The two posible modes are random and sequential.
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* \return True if the random mode is activated, false otherwise.
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*/
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bool getRandomMode();
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/**
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* Returns the amount of sounds in the list.
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* \return The amount of sounds in the list.
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*/
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int getSize();
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};
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AUD_NAMESPACE_END
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