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//-----------------------------------------------------------------------------
// Name: ambient_sound.h
// 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.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Sound/al_audio.h>
class ambientSound : public AudioEmitter
{
public:
ambientSound(float volume = 1.0f);
/// Set to false to allow the emitter to time out (useful only on non-looping sounds)
virtual bool KeepPlaying();
/// if true is returned, this will be a relative-to-listener sound
virtual bool GetPosition(vec3 &p);
virtual const vec3 GetPosition();
virtual const vec3 GetOcclusionPosition();
virtual void GetDirection(vec3 &p);
virtual const vec3& GetVelocity();
/// allows you to change the global alAudio pitch multiplier for this sound
virtual float GetPitchMultiplier();
/// allows you to change the global alAudio gain multiplier for this sound
virtual float GetVolume();
/// Indicate the priority of this effect to make room for newer/higher priority effects
virtual unsigned char GetPriority();
void SetVolume(float volume);
void SetPitch(float pitch);
virtual bool IsTransient() { return false; }
private:
float m_volume;
float m_pitch;
vec3 m_velocity;
};
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