minetest/src/sound.h
Rui ff73c7a5da Sound: Add pitch option (#5960)
* Sound: Add pitch option
2017-06-11 13:58:26 +02:00

126 lines
3.8 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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.
*/
#ifndef SOUND_HEADER
#define SOUND_HEADER
#include <set>
#include <string>
#include "irrlichttypes_bloated.h"
class OnDemandSoundFetcher
{
public:
virtual void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas) = 0;
};
struct SimpleSoundSpec
{
SimpleSoundSpec(const std::string &name = "", float gain = 1.0f,
float fade = 0.0f, float pitch = 1.0f)
: name(name), gain(gain), fade(fade), pitch(pitch)
{
}
bool exists() const { return name != ""; }
std::string name = "";
float gain = 1.0f;
float fade = 0.0f;
float pitch = 1.0f;
};
class ISoundManager
{
public:
virtual ~ISoundManager() {}
// Multiple sounds can be loaded per name; when played, the sound
// should be chosen randomly from alternatives
// Return value determines success/failure
virtual bool loadSoundFile(
const std::string &name, const std::string &filepath) = 0;
virtual bool loadSoundData(
const std::string &name, const std::string &filedata) = 0;
virtual void updateListener(v3f pos, v3f vel, v3f at, v3f up) = 0;
virtual void setListenerGain(float gain) = 0;
// playSound functions return -1 on failure, otherwise a handle to the
// sound. If name=="", call should be ignored without error.
virtual int playSound(const std::string &name, bool loop, float volume,
float fade = 0.0f, float pitch = 1.0f) = 0;
virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch = 1.0f) = 0;
virtual void stopSound(int sound) = 0;
virtual bool soundExists(int sound) = 0;
virtual void updateSoundPosition(int sound, v3f pos) = 0;
virtual bool updateSoundGain(int id, float gain) = 0;
virtual float getSoundGain(int id) = 0;
virtual void step(float dtime) = 0;
virtual void fadeSound(int sound, float step, float gain) = 0;
int playSound(const SimpleSoundSpec &spec, bool loop)
{
return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch);
}
int playSoundAt(const SimpleSoundSpec &spec, bool loop, v3f pos)
{
return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch);
}
};
class DummySoundManager : public ISoundManager
{
public:
virtual bool loadSoundFile(const std::string &name, const std::string &filepath)
{
return true;
}
virtual bool loadSoundData(const std::string &name, const std::string &filedata)
{
return true;
}
void updateListener(v3f pos, v3f vel, v3f at, v3f up) {}
void setListenerGain(float gain) {}
int playSound(const std::string &name, bool loop, float volume, float fade,
float pitch)
{
return 0;
}
int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch)
{
return 0;
}
void stopSound(int sound) {}
bool soundExists(int sound) { return false; }
void updateSoundPosition(int sound, v3f pos) {}
bool updateSoundGain(int id, float gain) { return false; }
float getSoundGain(int id) { return 0; }
void step(float dtime) {}
void fadeSound(int sound, float step, float gain) {}
};
// Global DummySoundManager singleton
extern DummySoundManager dummySoundManager;
#endif