VirtualSoundSource.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(__INCLUDE_VirtualSoundSourceh_INCLUDE__)
00022 #define __INCLUDE_VirtualSoundSourceh_INCLUDE__
00023 
00024 #include <sound/VirtualSoundPriority.h>
00025 #include <sound/SoundBuffer.h>
00026 #include <common/Vector.h>
00027 
00028 class PlayingSoundSource;
00029 class VirtualSoundSource
00030 {
00031 public:
00032         VirtualSoundSource(
00033                 unsigned int priority, bool looping, bool managed);
00034         virtual ~VirtualSoundSource();
00035 
00036         void play(SoundBuffer *buffer);
00037         void stop();
00038 
00039         bool getPlaying();
00040         bool getManaged() { return managed_; }
00041         bool getLooping() { return looping_; }
00042         bool getRelative() { return relative_; }
00043         Vector &getPosition() { return position_; }
00044         unsigned int getPriority() { return priority_; }
00045         SoundBuffer *getBuffer() { return buffer_; }
00046         PlayingSoundSource *getPlayingSource() { return playingSource_; }
00047         float getDistance() { return distance_; }
00048 
00049         void setRelative();
00050         void setPosition(Vector &position);
00051         void setVelocity(Vector &velocity);
00052         void setGain(float gain);
00053         void setReferenceDistance(float refDist);
00054         void setRolloff(float rolloff);
00055 
00056         // Internal
00057         void actualPlay();
00058         void setPlayingSource(PlayingSoundSource *s);
00059         void updateDistance(Vector &listener);
00060 
00061 protected:
00062         unsigned int priority_;
00063         PlayingSoundSource *playingSource_;
00064         SoundBuffer *buffer_;
00065         Vector position_, velocity_;
00066         float distance_;
00067         float gain_, refDist_, rolloff_;
00068         bool relative_;
00069         bool looping_;
00070         bool managed_;
00071 };
00072 
00073 #endif // __INCLUDE_VirtualSoundSourceh_INCLUDE__

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