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author | max-001 <maxsmits21@kpnmail.nl> | 2024-11-05 16:34:00 +0100 |
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committer | max-001 <maxsmits21@kpnmail.nl> | 2024-11-05 16:34:00 +0100 |
commit | 3d27e696185d6f4dfc9e978517ed17844044c5bc (patch) | |
tree | af65fdcdb44a1f9e6a84a294f267e6f743fea599 /src/crepe/facade/Sound.h | |
parent | 6071387c2bbe6d36a95c113ad137e8e2ce80be27 (diff) | |
parent | ae6a103946e437ca85cc69c5fc2cbf68d35ffeae (diff) |
Merge remote-tracking branch 'origin/max/gameobject' into max/scenes
Diffstat (limited to 'src/crepe/facade/Sound.h')
-rw-r--r-- | src/crepe/facade/Sound.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h new file mode 100644 index 0000000..183bd7c --- /dev/null +++ b/src/crepe/facade/Sound.h @@ -0,0 +1,81 @@ +#pragma once + +#include <memory> +#include <soloud/soloud.h> +#include <soloud/soloud_wav.h> + +#include "../Asset.h" + +namespace crepe { + +class Sound { +public: + /** + * \brief Pause this sample + * + * Pauses this sound if it is playing, or does nothing if it is already + * paused. The playhead position is saved, such that calling \c play() after + * this function makes the sound resume. + */ + void pause(); + /** + * \brief Play this sample + * + * Resume playback if this sound is paused, or start from the beginning of + * the sample. + * + * \note This class only saves a reference to the most recent 'voice' of this + * sound. Calling \c play() while the sound is already playing causes + * multiple instances of the sample to play simultaniously. The sample + * started last is the one that is controlled afterwards. + */ + void play(); + /** + * \brief Reset playhead position + * + * Resets the playhead position so that calling \c play() after this function + * makes it play from the start of the sample. If the sound is not paused + * before calling this function, this function will stop playback. + */ + void rewind(); + /** + * \brief Set playback volume / gain + * + * \param volume Volume (0 = muted, 1 = full volume) + */ + void set_volume(float volume); + /** + * \brief Get playback volume / gain + * + * \return Volume + */ + float get_volume() const { return this->volume; } + /** + * \brief Set looping behavior for this sample + * + * \param looping Looping behavior (false = one-shot, true = loop) + */ + void set_looping(bool looping); + /** + * \brief Get looping behavior + * + * \return true if looping, false if one-shot + */ + bool get_looping() const { return this->looping; } + +public: + Sound(const char * src); + Sound(std::unique_ptr<Asset> res); + +private: + void load(std::unique_ptr<Asset> res); + +private: + SoLoud::Wav sample; + SoLoud::handle handle; + + float volume = 1.0f; + bool looping = false; +}; + +} // namespace crepe |