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authorJAROWMR <jarorutjes07@gmail.com>2024-12-12 15:05:33 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-12 15:05:33 +0100
commit641e202607b0f694df6662532f0165022c0f8621 (patch)
tree0701bbfe705a95b670c8dfcb5eaabf6007556831 /src/crepe/api/AudioSource.h
parentdd7d5cf6b01b8a6a4238b66c27861ee76522067e (diff)
parent05a33d4793520fa84a93bc79882ef29d39cd08e5 (diff)
merge master
Diffstat (limited to 'src/crepe/api/AudioSource.h')
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diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
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+#pragma once
+
+#include "../Component.h"
+#include "../facade/SoundHandle.h"
+#include "../types.h"
+
+#include "Asset.h"
+#include "GameObject.h"
+
+namespace crepe {
+
+class AudioSystem;
+
+//! Audio source component
+class AudioSource : public Component {
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
+ /**
+ * \param source Sound sample to load
+ */
+ AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager creates components
+ friend class ComponentManager;
+
+public:
+ // std::unique_ptr needs to be able to destoy this component
+ virtual ~AudioSource() = default;
+
+public:
+ //! Start this audio source
+ void play(bool looping = false);
+ //! Stop this audio source
+ void stop();
+
+public:
+ //! Play when this component becomes active
+ bool play_on_awake = false;
+ //! Repeat the current audio clip during playback
+ bool loop = false;
+ //! Normalized volume (0.0 - 1.0)
+ float volume = 1.0;
+
+private:
+ //! This audio source's clip
+ const Asset source;
+
+ /**
+ * \name One-shot state variables
+ *
+ * These variables trigger function calls when set to true, and are unconditionally reset on
+ * every system update.
+ *
+ * \{
+ */
+ //! Play this sample
+ bool oneshot_play = false;
+ //! Stop this sample
+ bool oneshot_stop = false;
+ //! \}
+ /**
+ * \name State diffing variables
+ * \{
+ */
+ typeof(active) last_active = false;
+ typeof(volume) last_volume = volume;
+ typeof(loop) last_loop = loop;
+ //! \}
+ //! This source's voice handle
+ SoundHandle voice{};
+};
+
+} // namespace crepe