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authorJAROWMR <jarorutjes07@gmail.com>2024-12-14 11:40:33 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-14 11:40:33 +0100
commit061b2b8ab9aba67c1467cdd163fb7a04de95f4f1 (patch)
treee1960a83461e0d83a7027a88404af1a7c70f6dcd /src/crepe/facade/Sound.h
parentfd2ebb54d0c2b269c15fc84a4ac77993efc917d7 (diff)
parentb9fc66f6922b1f40f2dbe14e8dfc4caa469654bc (diff)
Merge branch 'master' of github.com:lonkaars/crepe into jaro/collision-system
Diffstat (limited to 'src/crepe/facade/Sound.h')
-rw-r--r--src/crepe/facade/Sound.h77
1 files changed, 12 insertions, 65 deletions
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index 4c68f32..4a5d692 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -1,84 +1,31 @@
#pragma once
-#include <memory>
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
-#include "../api/Asset.h"
+#include "../Resource.h"
namespace crepe {
+class SoundContext;
+class Mediator;
+
/**
* \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, Mediator & mediator);
+ ~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