blob: 0bc0a71af001a67f061d0dc80490d7dfe04bc979 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
//-----------------------------------------------------------------------------
// Name: ambient_sound.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// 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.
//
//-----------------------------------------------------------------------------
#include "ambient_sound.h"
ambientSound::ambientSound(float volume) : m_volume(volume), m_pitch(1.0)
{
}
/// Set to false to allow the emitter to time out (useful only on non-looping sounds)
bool ambientSound::KeepPlaying()
{
return true;
}
/// if true is returned, this will be a relative-to-listener sound
bool ambientSound::GetPosition(vec3 &p)
{
return true;
}
const vec3 ambientSound::GetPosition()
{
return vec3(0.0f);
}
void ambientSound::GetDirection(vec3 &p)
{
p.x() = 0.0f; p.y() = 0.0f; p.y() = 0.0f;
}
const vec3 &ambientSound::GetVelocity()
{
return m_velocity;
}
/// allows you to change the global alAudio pitch multiplier for this sound
float ambientSound::GetPitchMultiplier()
{
return m_pitch;
}
/// allows you to change the global alAudio gain multiplier for this sound
float ambientSound::GetVolume()
{
return m_volume;
}
/// Indicate the priority of this effect to make room for newer/higher priority effects
unsigned char ambientSound::GetPriority()
{
return _sound_priority_max;
}
void ambientSound::SetVolume(float volume)
{
m_volume = volume;
}
void ambientSound::SetPitch(float pitch)
{
m_pitch = pitch;
}
const vec3 ambientSound::GetOcclusionPosition()
{
return vec3(0.0f);
}
|