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simgear/simgear/sound/sample_group.hxx
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///@file
/// Manage a group of samples relative to a base position
///
/// Sample groups contain all sounds related to one specific object and
/// have to be added to the sound manager, otherwise they won't get processed.
//
// Written for the new SoundSystem by Erik Hofman, October 2009
//
// Copyright (C) 2009-2019 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_SAMPLE_GROUP_HXX
#define _SG_SAMPLE_GROUP_HXX 1
#include <string>
#include <vector>
#include <map>
#include <simgear/compiler.h>
#include <simgear/math/SGMath.hxx>
#include <simgear/structure/SGReferenced.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/structure/exception.hxx>
#include "sample.hxx"
using sample_map = std::map< std::string, SGSharedPtr<SGSoundSample> >;
class SGSoundMgr;
class SGSampleGroup : public SGReferenced
{
public:
/**
* Empty constructor for class encapsulation.
* Note: The sample group should still be activated before use
*/
SGSampleGroup ();
/**
* Constructor
* Register this sample group at the sound manager using refname
* Note: The sample group should still be activated before use
* @param smgr Pointer to a pre-initialized sound manager class
* @param refname Name of this group for reference purposes.
*/
SGSampleGroup ( SGSoundMgr *smgr, const std::string &refname );
/**
* Destructor
*/
virtual ~SGSampleGroup ();
/**
* Set the status of this sample group to active.
*/
inline void activate() { _active = true; }
/**
* Update function.
* Call this function periodically to update the state of all
* samples associated with this class. None op the configuration changes
* take place without a call to this function.
*/
virtual void update (double dt);
/**
* Register an audio sample to this group.
* @param sound Pointer to a pre-initialized audio sample
* @param refname Name of this audio sample for reference purposes
* @return return true if successful
*/
bool add( SGSharedPtr<SGSoundSample> sound, const std::string& refname );
/**
* Remove an audio sample from this group.
* @param refname Reference name of the audio sample to remove
* @return return true if successful
*/
bool remove( const std::string& refname );
/**
* Test if a specified audio sample is registered at this sample group
* @param refname Reference name of the audio sample to test for
* @return true if the specified audio sample exists
*/
bool exists( const std::string& refname );
/**
* Find a specified audio sample in this sample group
* @param refname Reference name of the audio sample to find
* @return A pointer to the SGSoundSample
*/
SGSoundSample *find( const std::string& refname );
/**
* Stop all playing samples and set the source id to invalid.
*/
void stop();
/**
* Request to stop playing all audio samples until further notice.
*/
void suspend();
/**
* Request to resume playing all audio samples.
*/
void resume();
/**
* Request to start playing the referred audio sample.
* @param refname Reference name of the audio sample to start playing
* @param looping Define if the sound should loop continuously
* @return true if the audio sample exsists and is scheduled for playing
*/
bool play( const std::string& refname, bool looping = false );
/**
* Request to start playing the referred audio sample looping.
* @param refname Reference name of the audio sample to start playing
* @return true if the audio sample exsists and is scheduled for playing
*/
inline bool play_looped( const std::string& refname ) {
return play( refname, true );
}
/**
* Request to start playing the referred audio sample once.
* @param refname Reference name of the audio sample to start playing
* @return true if the audio sample exists and is scheduled for playing
*/
inline bool play_once( const std::string& refname ) {
return play( refname, false );
}
/**
* Test if a referenced sample is playing or not.
* @param refname Reference name of the audio sample to test for
* @return True of the specified sound is currently playing
*/
bool is_playing( const std::string& refname );
/**
* Request to stop playing the referred audio sample.
* @param refname Reference name of the audio sample to stop
* @return true if the audio sample exists and is scheduled to stop
*/
bool stop( const std::string& refname );
/**
* Set the master volume for this sample group.
* @param vol Volume (must be between 0.0 and 1.0)
*/
void set_volume( float vol );
/**
* Set the velocity vector of this sample group.
* This is in the local frame coordinate system; x=north, y=east, z=down
* @param vel Velocity vector
*/
void set_velocity( const SGVec3d& vel ) {
_velocity = vel; _changed = true;
}
/**
* Set the position of this sample group.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
* @param pos Base position
*/
void set_position_geod( const SGGeod& pos ) {
_base_pos = pos; _changed = true;
}
/**
* Set the orientation of this sample group.
* @param ori Quaternation containing the orientation information
*/
void set_orientation( const SGQuatd& ori ) {
_orientation = ori; _changed = true;
}
/**
* Set both the temperature and relative humidity at the current altitude.
* @param t Temperature in degrees Celsius
* @param h Percent relative humidity (0.0 to 1.0)
* @param p Pressure in kPa
*/
void set_atmosphere(float t, float h, float p ) {
_degC = t, _humidity = h; _pressure = p; _changed = true;
}
/**
* Tie this sample group to the listener position, orientation and velocity
*/
void tie_to_listener() { _tied_to_listener = true; }
protected:
SGSoundMgr *_smgr = nullptr;
std::string _refname = "";
bool _active = false;
private:
void cleanup_removed_samples();
void start_playing_sample(SGSoundSample *sample);
void check_playing_sample(SGSoundSample *sample);
bool _changed = false;
bool _pause = false;
float _volume = 1.0f;
float _pressure = 101.325f;
float _humidity = 0.5f;
float _degC = 20.0f;
bool _tied_to_listener = false;
SGVec3d _velocity = SGVec3d::zeros();
SGQuatd _orientation = SGQuatd::zeros();
SGGeod _base_pos;
sample_map _samples;
std::vector< SGSharedPtr<SGSoundSample> > _removed_samples;
bool testForMgrError(std::string s);
bool testForError(void *p, std::string s);
void update_pos_and_orientation();
void update_sample_config( SGSoundSample *sound );
};
#endif // _SG_SAMPLE_GROUP_OPENAL_HXX