Files
simgear/simgear/sound/xmlsound.hxx
T
Automatic Release Builder 1171d57b72 XMLSound: Avoid using exceptions for missing file
Reducing how noisy our exception reporting is, by using simple return
value from SGXMLSound::init.
2020-10-05 14:21:37 +01:00

181 lines
5.4 KiB
C++

///@file
/// Sound class implementation
///
/// Provides a class to manage a single sound event including things like
/// looping, volume and pitch changes.
//
// Started by Erik Hofman, February 2002
//
// Copyright (C) 2002 Erik Hofman - erik@ehofman.com
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library 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
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef _SG_SOUND_HXX
#define _SG_SOUND_HXX 1
#include <map>
#include <vector>
#include <string>
#include <functional>
#include <simgear/compiler.h>
#include <simgear/props/propsfwd.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/structure/SGExpression.hxx>
// forward decls
class SGSampleGroup;
class SGSoundSample;
class SGCondition;
class SGPath;
static const double MAX_TRANSIT_TIME = 0.1; // 100 ms.
/**
* Class for handling one sound event.
*
* This class handles everything for a particular sound event, by
* scanning an a pre-loaded property tree structure for sound
* settings, setting up its internal states, and managing sound
* playback whenever such an event happens.
*/
class SGXmlSound
{
public:
SGXmlSound();
virtual ~SGXmlSound();
/**
* Initialize the sound event.
*
* Prior to initialization of the sound event the program's property root
* has to be defined, the sound configuration XML tree has to be loaded
* and a sound manager class has to be defined.
*
* A sound configuration file would look like this:
* @code{xml}
* <fx>
* <event_name>
* <name/> Define the name of the event. For reference only.
* <mode/> Either:
* looped: play this sound looped.
* in-transit: play looped while the event is happening.
* once: play this sound once.
* <path/> The relative path to the audio file.
* <property/> Take action if this property becomes true.
* <condition/> Take action if this condition becomes true.
* <delay-sec/> Time after which the sound should be played.
* <volume> or <pitch> Define volume or pitch settings.
* <property/> Take the value of this property as a reference for the
* result.
* <internal/> Either:
* dt_start: the time elapsed since this sound is playing.
* dt_stop: the time elapsed since this sound has stopped.
* <offset/> Add this value to the result.
* <factor/> Multiply the result by this factor.
* <min/> Make sure the value is never less than this value.
* <max/> Make sure the value is never larger than this value.
* </volume> or </pitch>
* </event_name>
*
* <event_name>
* </event_name>
* </fx>
* @endcode
*
* @param root The root node of the programs property tree.
* @param child A pointer to the location of the current event as
* defined in the configuration file.
* @param sgrp A pointer to a pre-initialized sample group class.
* @param avionics A pointer to the pre-initialized avionics sample group.
* @param path The path where the audio files remain.
*/
virtual bool init( SGPropertyNode *root,
SGPropertyNode *child,
SGSampleGroup *sgrp,
SGSampleGroup *avionics,
const SGPath& path );
/**
* Check whether an event has happened and if action has to be taken.
*/
virtual void update (double dt);
/**
* Start taking action on the pre-defined events.
*/
void start() {
if (_property) _prev_value = _property->getDoubleValue();
_active = false;
}
/**
* Stop taking action on the pre-defined events.
*/
void stop();
protected:
enum { MAXPROP=5 };
enum { ONCE=0, LOOPED, IN_TRANSIT };
enum { LEVEL=0, INVERTED, FLIPFLOP };
using _fn_t = std::function<double(double)>;
using _snd_prop = struct {
SGSharedPtr<SGExpressiond> expr; // sound system version 2.0
std::shared_ptr<double> intern;
SGPropertyNode_ptr prop;
_fn_t fn;
double factor;
double offset;
double min;
double max;
bool subtract;
};
using _sound_fn_t = std::map <std::string, _fn_t>;
_sound_fn_t _sound_fn;
private:
SGSharedPtr<SGSampleGroup> _sgrp;
SGSharedPtr<SGSoundSample> _sample;
SGSharedPtr<SGCondition> _condition;
SGPropertyNode_ptr _property;
bool _active;
float _version;
std::string _name;
int _mode;
double _prev_value;
double _dt_play;
double _dt_stop;
double _delay; // time after which the sound should be started (default: 0)
double _stopping; // time after the sound should have stopped.
// This is useful for lost packets in in-transit mode.
// sound system version 1.0
std::vector<_snd_prop> _volume;
std::vector<_snd_prop> _pitch;
};
#endif // _SG_SOUND_HXX