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4fd9715876
* Cleanup sound manager client * Use some const refs * Use auto on iterators * Drop unused parameters * Move sound_openal.* to client folder * Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
112 lines
3.5 KiB
C++
112 lines
3.5 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <set>
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#include <string>
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#include "irr_v3d.h"
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#include "../sound.h"
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class OnDemandSoundFetcher
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{
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public:
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virtual void fetchSounds(const std::string &name,
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std::set<std::string> &dst_paths,
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std::set<std::string> &dst_datas) = 0;
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};
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class ISoundManager
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{
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public:
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virtual ~ISoundManager() = default;
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// Multiple sounds can be loaded per name; when played, the sound
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// should be chosen randomly from alternatives
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// Return value determines success/failure
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virtual bool loadSoundFile(
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const std::string &name, const std::string &filepath) = 0;
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virtual bool loadSoundData(
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const std::string &name, const std::string &filedata) = 0;
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virtual void updateListener(
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const v3f &pos, const v3f &vel, const v3f &at, const v3f &up) = 0;
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virtual void setListenerGain(float gain) = 0;
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// playSound functions return -1 on failure, otherwise a handle to the
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// sound. If name=="", call should be ignored without error.
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virtual int playSound(const std::string &name, bool loop, float volume,
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float fade = 0.0f, float pitch = 1.0f) = 0;
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virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
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float pitch = 1.0f) = 0;
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virtual void stopSound(int sound) = 0;
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virtual bool soundExists(int sound) = 0;
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virtual void updateSoundPosition(int sound, v3f pos) = 0;
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virtual bool updateSoundGain(int id, float gain) = 0;
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virtual float getSoundGain(int id) = 0;
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virtual void step(float dtime) = 0;
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virtual void fadeSound(int sound, float step, float gain) = 0;
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int playSound(const SimpleSoundSpec &spec, bool loop)
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{
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return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch);
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}
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int playSoundAt(const SimpleSoundSpec &spec, bool loop, const v3f &pos)
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{
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return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch);
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}
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};
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class DummySoundManager : public ISoundManager
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{
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public:
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virtual bool loadSoundFile(const std::string &name, const std::string &filepath)
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{
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return true;
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}
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virtual bool loadSoundData(const std::string &name, const std::string &filedata)
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{
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return true;
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}
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void updateListener(const v3f &pos, const v3f &vel, const v3f &at, const v3f &up)
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{
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}
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void setListenerGain(float gain) {}
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int playSound(const std::string &name, bool loop, float volume, float fade,
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float pitch)
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{
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return 0;
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}
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int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
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float pitch)
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{
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return 0;
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}
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void stopSound(int sound) {}
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bool soundExists(int sound) { return false; }
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void updateSoundPosition(int sound, v3f pos) {}
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bool updateSoundGain(int id, float gain) { return false; }
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float getSoundGain(int id) { return 0; }
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void step(float dtime) {}
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void fadeSound(int sound, float step, float gain) {}
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};
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// Global DummySoundManager singleton
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extern DummySoundManager dummySoundManager;
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