/* * SND_Scene.h * * The scene for sounds. * * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifdef WIN32 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 #ifndef __SND_SCENE_H #define __SND_SCENE_H #include "SoundDefines.h" #include "SND_SoundObject.h" #include "SND_CDObject.h" #include "SND_SoundListener.h" #include "SND_WaveSlot.h" #include "MT_Vector3.h" #include "MT_Matrix3x3.h" #include "STR_String.h" #include class SND_Scene { std::set m_soundobjects; GEN_List m_activeobjects; class SND_IAudioDevice* m_audiodevice; class SND_WaveCache* m_wavecache; class SND_SoundListener m_listener; bool m_audio; // to check if audio works bool m_audioplayback; // to check if audioplayback is wanted void UpdateListener(); void BuildActiveList(MT_Scalar curtime); void UpdateActiveObects(); void UpdateCD(); public: SND_Scene(SND_IAudioDevice* adi); ~SND_Scene(); bool IsPlaybackWanted(); void AddActiveObject(SND_SoundObject* pObject, MT_Scalar curtime); void RemoveActiveObject(SND_SoundObject* pObject); void DeleteObjectWhenFinished(SND_SoundObject* pObject); void Proceed(); int LoadSample(const STR_String& samplename, void* memlocation, int size); void RemoveAllSamples(); bool CheckBuffer(SND_SoundObject* pObject); bool IsSampleLoaded(STR_String& samplename); void AddObject(SND_SoundObject* pObject); bool SetCDObject(SND_CDObject* cdobject); void DeleteObject(SND_SoundObject* pObject); void RemoveAllObjects(); void StopAllObjects(); int GetObjectStatus(SND_SoundObject* pObject) const; void SetListenerTransform(const MT_Vector3& pos, const MT_Vector3& vel, const MT_Matrix3x3& mat); SND_SoundListener* GetListener(); }; #endif //__SND_SCENE_H