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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-11 15:00:21 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-11 15:00:21 +0100
commite980f88c08e05d3c3d0ae7ff7422ec9e686ecfa4 (patch)
treedbf603db33c75e13cfeb255d8fcf789f4b2b82bc /src/crepe/facade/Sound.h
parenta597b0059f30e9d56331c6ece34fdcabb4028616 (diff)
parent78c4a8772526f40c531b5402b56932b0a41e22e8 (diff)
Merge branch 'master' into niels/UI
Diffstat (limited to 'src/crepe/facade/Sound.h')
-rw-r--r--src/crepe/facade/Sound.h76
1 files changed, 11 insertions, 65 deletions
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index ee43d94..85d141b 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -1,84 +1,30 @@
#pragma once
-#include <memory>
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
-#include "../api/Asset.h"
+#include "../Resource.h"
namespace crepe {
+class SoundContext;
+
/**
* \brief Sound resource facade
*
- * This class is a wrapper around a \c SoLoud::Wav instance, which holds a
- * single sample. It is part of the sound facade.
+ * This class is a wrapper around a \c SoLoud::Wav instance, which holds a single sample. It is
+ * part of the sound facade.
*/
-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; }
-
+class Sound : public Resource {
public:
- Sound(const char * src);
- Sound(std::unique_ptr<Asset> res);
-
-private:
- void load(std::unique_ptr<Asset> res);
+ Sound(const Asset & src);
+ ~Sound(); // dbg_trace
private:
+ //! Deserialized resource (soloud)
SoLoud::Wav sample;
- SoLoud::handle handle;
-
- float volume = 1.0f;
- bool looping = false;
+ //! SoundContext uses \c sample
+ friend class SoundContext;
};
} // namespace crepe