/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Kevin Young * Co-authors: * ... * */ #ifndef _AmbientSound_H__ #define _AmbientSound_H__ #include "OrxonoxPrereqs.h" #include "core/BaseObject.h" #include "network/synchronisable/Synchronisable.h" #include "BaseSound.h" #include "MoodManager.h" namespace orxonox { /** * The AmbientSound class is the base class for all sound file loader classes. * It server as main interface to the OpenAL library. * */ class _OrxonoxExport AmbientSound : public BaseSound, public BaseObject, public Synchronisable, public MoodListener { friend class SoundManager; public: AmbientSound(BaseObject* creator); void XMLPort(Element& xmlelement, XMLPort::Mode mode); void XMLEventPort(Element& xmlelement, XMLPort::Mode mode); void changedActivity(); void play(); void stop(); void pause(); void setAmbientSource(const std::string& source); inline const std::string& getAmbientSource() const { return this->ambientSource_; } void setPlayOnLoad(bool val); bool getPlayOnLoad() const { return this->bPlayOnLoad_; } protected: ~AmbientSound() { } private: void preDestroy(); void registerVariables(); float getRealVolume(); void moodChanged(const std::string& mood); inline void ambientSourceChanged() { this->setAmbientSource(this->ambientSource_); } inline void playOnLoadChanged() { this->setPlayOnLoad(this->bPlayOnLoad_); } std::string ambientSource_; //!< Analogous to source_, but mood independent bool bPlayOnLoad_; //!< Play the sound immediately when loaded }; } #endif /* _AmbientSound_H__ */