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SoundSource.h
77 lines (63 loc) · 1.7 KB
/
SoundSource.h
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#ifndef SOUNDSOURCE_H
#define SOUNDSOURCE_H
#include <string>
#include <al.h>
#include <boost/noncopyable.hpp>
#include <boost/thread/mutex.hpp>
class float3;
class SoundItem;
class COggStream;
/**
* @brief One soundsource wich can play some sounds
*
* Construct some of them, and they can play SoundItems positioned anywhere in 3D-space for you.
*/
class SoundSource : boost::noncopyable
{
public:
/// is ready after this
SoundSource();
/// will stop during deletion
~SoundSource();
void Update();
int GetCurrentPriority() const;
bool IsPlaying() const;
void Stop();
/// will stop a currently playing sound, if any
void Play(SoundItem* buffer, const float3& pos, float3 velocity, float volume, bool relative = false);
void PlayStream(const std::string& stream, float volume, bool enqueue);
void StreamStop();
void StreamPause();
float GetStreamTime();
float GetStreamPlayTime();
static void SetPitch(float newPitch);
void SetVolume(float newVol);
bool IsValid() const
{
return (id != 0);
};
static void SetHeightRolloffModifer(float mod)
{
heightAdjustedRolloffModifier = mod > 0.0f ? mod : 0.0f;
};
/**
* Sets the ammount of air absorption.
* Filters out high-frequency sounds, relative to distance.
* Higher value -> filter out a lot on small distances already.
* @param factor from 0.0f (disabled) till 10.0f
*/
static void SetAirAbsorption(float factor = 0.0f);
private:
/// pitch shared by all sources
static float globalPitch;
ALuint id;
SoundItem* curPlaying;
struct StreamControl;
StreamControl* curStream;
boost::mutex streamMutex;
unsigned loopStop;
static float heightAdjustedRolloffModifier;
static float referenceDistance;
static float airAbsorption;
};
#endif