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ambient_sound.h « Sound « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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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;
};