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author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 |
commit | 061b2b8ab9aba67c1467cdd163fb7a04de95f4f1 (patch) | |
tree | e1960a83461e0d83a7027a88404af1a7c70f6dcd /src/crepe/facade/Sound.h | |
parent | fd2ebb54d0c2b269c15fc84a4ac77993efc917d7 (diff) | |
parent | b9fc66f6922b1f40f2dbe14e8dfc4caa469654bc (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.h | 77 |
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 |