//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_VirtualSoundSourceh_INCLUDE__) #define __INCLUDE_VirtualSoundSourceh_INCLUDE__ #include #include #include class PlayingSoundSource; class VirtualSoundSource { public: VirtualSoundSource( unsigned int priority, bool looping, bool managed); virtual ~VirtualSoundSource(); void play(SoundBuffer *buffer); void stop(); bool getPlaying(); bool getManaged() { return managed_; } bool getLooping() { return looping_; } bool getRelative() { return relative_; } Vector &getPosition() { return position_; } unsigned int getPriority() { return priority_; } SoundBuffer *getBuffer() { return buffer_; } PlayingSoundSource *getPlayingSource() { return playingSource_; } float getDistance() { return distance_; } void setRelative(); void setPosition(Vector &position); void setVelocity(Vector &velocity); void setGain(float gain); void setReferenceDistance(float refDist); void setRolloff(float rolloff); // Internal void actualPlay(); void setPlayingSource(PlayingSoundSource *s); void updateDistance(Vector &listener); protected: unsigned int priority_; PlayingSoundSource *playingSource_; SoundBuffer *buffer_; Vector position_, velocity_; float distance_; float gain_, refDist_, rolloff_; bool relative_; bool looping_; bool managed_; }; #endif // __INCLUDE_VirtualSoundSourceh_INCLUDE__