155 lines
4.4 KiB
C++
155 lines
4.4 KiB
C++
// sound.hxx -- Sound class implementation
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//
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// Started by Erik Hofman, February 2002
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//
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// Copyright (C) 2002 Erik Hofman - erik@ehofman.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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/**
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* \file sound.hxx
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* Provides a class to manage a single sound event including things
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* like looping, volume and pitch changes.
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*/
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#ifndef _SG_SOUND_HXX
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#define _SG_SOUND_HXX 1
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <simgear/compiler.h>
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#include <simgear/props/condition.hxx>
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#include "soundmgr.hxx"
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static const double MAX_TRANSIT_TIME = 0.1; // 100 ms.
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/**
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* Class for handling one sound event.
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*
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* This class handles everything for a particular sound event, by
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* scanning an a pre-loaded property tree structure for sound
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* settings, setting up its internal states, and managing sound
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* playback whenever such an event happens.
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*/
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class SGSound
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{
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public:
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SGSound();
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virtual ~SGSound();
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/**
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* Initialize the sound event.
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*
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* Prior to initialization of the sound event the propgrams property root
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* has to be defined, the sound configuration XML tree has to be loaded
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* and a sound manager class has to be defined.
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*
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* A sound configuration file would look like this:
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* <fx>
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* <event_name>
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* <name/> Define the name of the event. For refference only.
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* <mode/> Either:
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* looped: play this sound looped.
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* in-transit: play looped while the event is happening.
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* once: play this sound once.
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* <path/> The relative path to the audio file.
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* <property/> Take action if this property becomes true.
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* <condition/> Take action if this condition becomes true.
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* <volume> or <pitch> Define volume or pitch settings.
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* <property/> Take the value of this property as a refference for the
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* result.
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* <internal/> Either:
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* dt_start: the time elapsed since this sound is playing.
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* dt_stop: the time elapsed since this sound has stopped.
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* <offset/> Add this value to the result.
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* <factor/> Multiply the result by this factor.
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* <min/> Make sure the value is never less than this value.
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* <max/> Make sure the value is never larger than this value.
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* </volume> or </pitch>
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* </event_name>
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*
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* <event_name>
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* </event_name>
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* </fx>
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*
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* @param root The root node of the programs property tree.
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* @param child A pointer to the location of the current event as defined
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* in the configuration file.
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* @param sndmgr A pointer to a pre-initialized sound manager class.
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* @param path The path where the audio files remain.
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*/
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virtual void init (SGPropertyNode *, SGPropertyNode *, SGSoundMgr *,
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const string &);
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/**
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* Check wheter an event has happened and if action has to be taken.
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*/
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virtual void update (double dt);
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/**
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* Stop taking action on the pre-defined events.
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*/
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void stop();
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protected:
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enum { MAXPROP=5 };
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enum { ONCE=0, LOOPED, IN_TRANSIT };
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enum { LEVEL=0, INVERTED, FLIPFLOP };
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// SGSound properties
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typedef struct {
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SGPropertyNode * prop;
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double (*fn)(double);
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double *intern;
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double factor;
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double offset;
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double min;
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double max;
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bool subtract;
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} _snd_prop;
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private:
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SGSoundMgr * _mgr;
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SGSimpleSound * _sample;
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SGCondition * _condition;
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SGPropertyNode * _property;
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bool _active;
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string _name;
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int _mode;
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double _prev_value;
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double _dt_play;
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double _dt_stop;
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double _stopping; // time after the sound should have stopped.
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// This is usefull for lost packets in in-trasit mode.
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vector<_snd_prop> _volume;
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vector<_snd_prop> _pitch;
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};
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#endif // _SG_SOUND_HXX
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