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Diffstat (limited to 'extern/audaspace/include/fx/DynamicMusic.h')
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+/*******************************************************************************
+* 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 DynamicMusic.h
+* @ingroup fx
+* The DynamicMusic class.
+*/
+
+#include "devices/IHandle.h"
+#include "devices/IDevice.h"
+#include "ISound.h"
+
+#include <memory>
+#include <vector>
+#include <thread>
+#include <atomic>
+#include <condition_variable>
+#include <mutex>
+
+AUD_NAMESPACE_BEGIN
+
+/**
+* This class allows to play music depending on a current "scene", scene changes are managed by the class.
+* The default scene is silent and has id 0.
+*/
+class AUD_API DynamicMusic
+{
+private:
+ /**
+ * Matrix of pointers which will store the sounds of the scenes and the transitions between them.
+ */
+ std::vector<std::vector<std::shared_ptr<ISound>>> m_scenes;
+
+ /**
+ * Id of the current scene.
+ */
+ std::atomic_int m_id;
+
+ /**
+ * Length of the crossfade transition in seconds, used when no custom transition has been set.
+ */
+ float m_fadeTime;
+
+ /**
+ * Handle to the playback of the current scene.
+ */
+ std::shared_ptr<IHandle> m_currentHandle;
+
+ /**
+ * Handle used during transitions.
+ */
+ std::shared_ptr<IHandle> m_transitionHandle;
+
+ /**
+ * Device used for playback.
+ */
+ std::shared_ptr<IDevice> m_device;
+
+ /**
+ * Flag that is true when a transition is happening.
+ */
+ std::atomic_bool m_transitioning;
+
+ /**
+ * Flag that is true when the music is paused.
+ */
+ std::atomic_bool m_stopThread;
+
+ /**
+ * Id of the sound that will play with the next transition.
+ */
+ std::atomic_int m_soundTarget;
+
+ /**
+ * Volume of the scenes.
+ */
+ float m_volume;
+
+ /**
+ * A thread that manages the crossfade transition.
+ */
+ std::thread m_fadeThread;
+
+ // delete copy constructor and operator=
+ DynamicMusic(const DynamicMusic&) = delete;
+ DynamicMusic& operator=(const DynamicMusic&) = delete;
+
+public:
+ /**
+ * Creates a new dynamic music manager with the default silent scene (id: 0).
+ * \param device The device that will be used to play sounds.
+ */
+ DynamicMusic(std::shared_ptr<IDevice> device);
+
+ virtual ~DynamicMusic();
+
+ /**
+ * Adds a new scene to the manager.
+ * \param sound The sound that will play when the scene is selected with the changeScene().
+ * \return The identifier of the new scene.
+ */
+ int addScene(std::shared_ptr<ISound> sound);
+
+ /**
+ * Changes to another scene.
+ * \param id The id of the scene which should start playing the changeScene method.
+ * \return
+ * - true if the change has been scheduled succesfully.
+ * - false if there already is a transition in course or the scene selected doesnt exist.
+ */
+ bool changeScene(int id);
+
+ /**
+ * Retrieves the scene currently selected.
+ * \return The identifier of the current scene.
+ */
+ int getScene();
+
+ /**
+ * Adds a new transition between scenes
+ * \param init The id of the initial scene that will allow the transition to play.
+ * \param end The id if the target scene for the transition.
+ * \param sound The sound that will play when the scene changes from init to end.
+ * \return false if the init or end scenes don't exist.
+ */
+ bool addTransition(int init, int end, std::shared_ptr<ISound> sound);
+
+ /**
+ * Sets the length of the crossfade transition (default 1 second).
+ * \param seconds The time in seconds.
+ */
+ void setFadeTime(float seconds);
+
+ /**
+ * Gets the length of the crossfade transition (default 1 second).
+ * \return The length of the cressfade transition in seconds.
+ */
+ float getFadeTime();
+
+ /**
+ * Resumes a paused sound.
+ * \return
+ * - true if the sound has been resumed.
+ * - false if the sound isn't paused or the handle is invalid.
+ */
+ bool resume();
+
+ /**
+ * Pauses the current played back sound.
+ * \return
+ * - true if the sound has been paused.
+ * - false if the sound isn't playing back or the handle is invalid.
+ */
+ bool pause();
+
+ /**
+ * Seeks in the current played back sound.
+ * \param position The new position from where to play back, in seconds.
+ * \return
+ * - true if the handle is valid.
+ * - false if the handle is invalid.
+ * \warning Whether the seek works or not depends on the sound source.
+ */
+ bool seek(float position);
+
+ /**
+ * Retrieves the current playback position of a sound.
+ * \return The playback position in seconds, or 0.0 if the handle is
+ * invalid.
+ */
+ float getPosition();
+
+ /**
+ * Retrieves the volume of the scenes.
+ * \return The volume.
+ */
+ float getVolume();
+
+ /**
+ * Sets the volume for the scenes.
+ * \param volume The volume.
+ * \return
+ * - true if the handle is valid.
+ * - false if the handle is invalid.
+ */
+ bool setVolume(float volume);
+
+ /**
+ * Returns the status of the current played back sound.
+ * \return
+ * - STATUS_INVALID if the sound has stopped or the handle is
+ *. invalid
+ * - STATUS_PLAYING if the sound is currently played back.
+ * - STATUS_PAUSED if the sound is currently paused.
+ * - STATUS_STOPPED if the sound finished playing and is still
+ * kept in the device.
+ * \see Status
+ */
+ Status getStatus();
+
+ /**
+ * Stops any played back or paused sound and sets the dynamic music player to default silent state (scene 0)
+ * \return
+ * - true if the sound has been stopped.
+ * - false if the handle is invalid.
+ */
+ bool stop();
+
+ private:
+ //Callbacks used to schedule transitions after a sound ends.
+ static void transitionCallback(void* player);
+ static void sceneCallback(void* player);
+ //These functions can fade sounds in and out if used with a thread.
+ void crossfadeThread();
+ void fadeInThread();
+ void fadeOutThread();
+};
+
+AUD_NAMESPACE_END