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SND_SoundObject.h

/*
 * SND_SoundObject.h
 *
 * Implementation of the abstract sound object
 *
 * $Id: SND_SoundObject.h,v 1.5 2002/12/27 13:10:58 mein Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifndef __SND_SOUNDOBJECT_H
#define __SND_SOUNDOBJECT_H

#include "SND_Object.h"
#include "STR_String.h"

/**
 *  SND_SoundObject is a class for api independent sounddata storage conected to an actuator
 */

00047 class SND_SoundObject : public SND_Object
{
private:
      STR_String              m_samplename;           /* name of the sample */
      STR_String              m_objectname;           /* name of the object */
      unsigned int            m_buffer;
      
      bool                    m_active;               /* is the object active or not? */
      int                           m_id;
      MT_Scalar               m_lifespan;             /* the lifespan of the sound seconds */
      MT_Scalar               m_timestamp;

      MT_Scalar               m_length;               /* length of the sample in seconds */

      MT_Scalar               m_gain;                       /* the gain of the object */
      MT_Scalar               m_rollofffactor;  /* the scaling factor to increase or decrease the range
                                                                        of a source by decreasing or increasing the
                                                                        attenuation, respectively */
      MT_Scalar               m_referencedistance;/* the distance at which the listener will experience
                                                                        gain */
      MT_Scalar               m_mingain;              /* indicates the minimal gain which is always guaranteed
                                                                        for this source */
      MT_Scalar               m_maxgain;              /* indicates the maximal gain which is always guaranteed
                                                                        for this source */

      MT_Scalar               m_pitch;                /* the pitch of the object */
      MT_Vector3              m_position;             /* position; left/right, up/down, in/out */
      MT_Vector3              m_velocity;             /* velocity of the object */
      MT_Matrix3x3            m_orientation;          /* orientation of the object */
      unsigned int            m_loopmode;             /* loop normal or bidirectional? */
      unsigned int            m_loopstart;            /* start of looppoint in samples! */
      unsigned int            m_loopend;              /* end of looppoint in samples! */
      bool                    m_is3d;                       /* is the object 3D or 2D? */
      int                           m_playstate;            /* flag for current state of object */
      bool                    m_modified;
      unsigned int            m_running;
      bool                    m_highpriority;         /* may the sound be ditched when we run out of voices? */

public:

      SND_SoundObject();
      ~SND_SoundObject();

      void SetBuffer(unsigned int buffer);
      void SetActive(bool active);
      
      void StartSound();
      void StopSound();
      void PauseSound();
      void DeleteWhenFinished();

      void SetObjectName(STR_String objectname);
      void SetSampleName(STR_String samplename);
      void SetLength(MT_Scalar length);
      
      void SetPitch(MT_Scalar pitch);
      void SetGain(MT_Scalar gain);
      void SetMinGain(MT_Scalar mingain);
      void SetMaxGain(MT_Scalar maxgain);
      void SetRollOffFactor(MT_Scalar rollofffactor);
      void SetReferenceDistance(MT_Scalar distance);
      void SetPosition(const MT_Vector3& pos);
      void SetVelocity(const MT_Vector3& vel);
      void SetOrientation(const MT_Matrix3x3& orient);
      void SetLoopMode(unsigned int loopmode);
      void SetLoopStart(unsigned int loopstart);
      void SetLoopEnd(unsigned int loopend);
      void Set3D(bool threedee);
      void SetPlaystate(int playstate);
      void SetHighPriority(bool priority);

      void SetId(int id);
      void SetLifeSpan();
      void SetTimeStamp(MT_Scalar timestamp);

      void SetModified(bool modified);

      bool IsLifeSpanOver(MT_Scalar curtime) const;
      bool IsActive() const;
      bool IsModified() const;
      bool IsHighPriority() const;

      void InitRunning();
      bool IsRunning() const;
      void AddRunning();

      int                           GetId() const;
      MT_Scalar               GetLifeSpan() const;
      MT_Scalar               GetTimestamp() const;

      unsigned int            GetBuffer();
      const STR_String& GetSampleName();
      const STR_String& GetObjectName();

      MT_Scalar               GetLength() const;
      MT_Scalar               GetGain() const;
      MT_Scalar               GetPitch() const;

      MT_Scalar               GetMinGain() const;
      MT_Scalar               GetMaxGain() const;
      MT_Scalar               GetRollOffFactor() const;
      MT_Scalar               GetReferenceDistance() const;
      
      MT_Vector3              GetPosition() const;
      MT_Vector3              GetVelocity() const;
      MT_Matrix3x3            GetOrientation() const;
      unsigned int            GetLoopMode() const;
      unsigned int            GetLoopStart() const;
      unsigned int            GetLoopEnd() const;
      bool                    Is3D() const;
      int                           GetPlaystate() const;
      
};

#endif //__SND_SOUNDOBJECT_H


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