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source: code/branches/usability/src/orxonox/sound/AmbientSound.h @ 8005

Last change on this file since 8005 was 8005, checked in by rgrieder, 13 years ago

Merged sound5 into sound6 branch.

  • Property svn:eol-style set to native
File size: 2.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *     
25 *   Co-authors:
26 *      Kevin Young
27 *
28 */
29
30#ifndef _AmbientSound_H__
31#define _AmbientSound_H__
32
33#include <boost/thread.hpp>
34
35#include "sound/SoundPrereqs.h"
36
37#include "BaseSound.h"
38#include "MoodManager.h"
39
40namespace orxonox
41{
42    /**
43     * The AmbientSound class implements the non-3D sound, i.e. sound files that are used for atmospheric
44     * highlighting.
45     * It interfaces with BaseSound and is controllable by MoodManager.
46     * Ambient sounds are always cross-faded. New sounds are registered and activated/deactivated as needed.
47     *
48     */
49    class _OrxonoxExport AmbientSound : public BaseSound, public MoodListener
50    {
51        friend class SoundManager;
52        friend class WorldAmbientSound;
53
54    public:
55        AmbientSound();
56
57        void play();
58        bool stop();
59        void pause();
60
61        void setAmbientSource(const std::string& source);
62        inline const std::string& getAmbientSource() const
63            { return this->ambientSource_; }
64
65        void setPlayOnLoad(bool val);
66        bool getPlayOnLoad() const
67            { return this->bPlayOnLoad_; }
68
69    protected:
70        ~AmbientSound() { }
71
72        bool doStop();
73        void doPlay();
74
75    private:
76        void preDestroy();
77        float getRealVolume();
78        void moodChanged(const std::string& mood);
79        inline void ambientSourceChanged()
80            { this->setAmbientSource(this->ambientSource_); }
81        inline void playOnLoadChanged()
82            { this->setPlayOnLoad(this->bPlayOnLoad_); }
83
84        std::string ambientSource_; //!< Analogous to source_, but mood independent
85        bool        bPlayOnLoad_;   //!< Play the sound immediately when loaded
86
87        boost::thread soundstreamthread_; // hacky solution for streaming
88        void setStreamSource(const std::string& source);
89    };
90}
91
92#endif /* _AmbientSound_H__ */
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