blender/extern/audaspace/include/fx/SoundList.h
Jörg Müller 986267300b Audaspace: Moving audaspace 1.3 into extern.
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.
2017-08-18 08:24:12 +02:00

111 lines
2.9 KiB
C++

/*******************************************************************************
* Copyright 2015-2016 Juan Francisco Crespo Galán
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file SoundList.h
* @ingroup fx
* The SoundList class.
*/
#include "ISound.h"
#include <vector>
#include <memory>
#include <mutex>
AUD_NAMESPACE_BEGIN
/**
* This class allows to have a list of sound that will play sequentially or randomly with each playback.
*/
class AUD_API SoundList : public ISound
{
private:
/**
* The list of sounds that will play.
*/
std::vector<std::shared_ptr<ISound>> m_list;
/**
* Flag for random playback
*/
bool m_random = false;
/**
* Current sound index. -1 if no reader has been created.
*/
int m_index = -1;
/**
* Mutex to prevent multithreading crashes.
*/
std::recursive_mutex m_mutex;
// delete copy constructor and operator=
SoundList(const SoundList&) = delete;
SoundList& operator=(const SoundList&) = delete;
public:
/**
* Creates a new, empty sound list.
* Sounds must be added to the list using the addSound() method.
* \param random False if the sounds int he list must be played sequentially. True if random.
*/
SoundList(bool random = false);
/**
* Creates a new sound list and initializes it.
* \param list A vector with sounds to initialize the list.
* \param random False if the sounds int he list must be played sequentially. True if random.
*/
SoundList(std::vector<std::shared_ptr<ISound>>& list, bool random = false);
virtual std::shared_ptr<IReader> createReader();
/**
* Adds a sound to the list.
* The added sounds can be played sequentially or randomly dependig
* on the m_random flag
* \param sound A shared_ptr to the sound.
*/
void addSound(std::shared_ptr<ISound> sound);
/**
* Sets the playback mode of the sound list.
* There are two posible modes, random and sequential.
* \param random True to activate the random mode, false to activate sequential mode.
*/
void setRandomMode(bool random);
/**
* Returns the playback mode of the sound list.
* The two posible modes are random and sequential.
* \return True if the random mode is activated, false otherwise.
*/
bool getRandomMode();
/**
* Returns the amount of sounds in the list.
* \return The amount of sounds in the list.
*/
int getSize();
};
AUD_NAMESPACE_END