/*! * @file sound_source.h * @brief Definition of the SoundSource. */ #ifndef _SOUND_SOURCE_H #define _SOUND_SOURCE_H #include "base_object.h" #include "alincl.h" // FORWARD DECLARATION class SoundBuffer; class PNode; //! A class that represents a SoundSource class SoundSource : public BaseObject { public: SoundSource(const PNode* sourceNode = NULL, const SoundBuffer* buffer = NULL); SoundSource(const SoundSource& source); SoundSource& operator=(const SoundSource& source); bool operator==(const SoundSource& source); virtual ~SoundSource(); // user interaction void play(); void play(const SoundBuffer* buffer); void loop(const SoundBuffer* buffer); void stop(); void pause(); void rewind(); // development functions /** @returns The ID of this Source */ inline ALuint getID() const { return this->sourceID; }; /** @returns true, if the Source is Playing */ inline bool isPlaying() const { return this->bPlay; }; void setSourceNode(const PNode* sourceNode); /** @returns the SoundBuffer of this Source */ inline const SoundBuffer* getBuffer() const { return this->buffer; }; /** @returns the SourceNode of this Source */ inline const PNode* getNode() const { return this->sourceNode; }; /** @param resident if the Source is Resident */ inline void setResident(bool resident) { this->resident = resident; }; /** @returns true if the alSource is Resident */ inline bool isResident() const { return this->resident; }; void setRolloffFactor(ALfloat rolloffFactor); static void resetSource(ALuint sourceID); private: bool retrieveSource(); private: bool bPlay; //!< If the Source is Playing. bool resident; //!< If the alSource should be resident (if true, the alSource will be returned on deletion). ALuint sourceID; //!< The ID of the Source const SoundBuffer* buffer; //!< The buffer to play in this source. const PNode* sourceNode; //!< The SourceNode representing the position/velocity... of this source. }; #endif /* _SOUND_SOURCE_H */