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-rw-r--r--src/crepe/facade/Sound.h26
1 files changed, 11 insertions, 15 deletions
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index 4c68f32..b0b80f8 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -1,28 +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;
+
/**
* \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.
*/
-class Sound {
+class Sound : public Resource {
public:
+ Sound(const Asset & src);
+ ~Sound(); // dbg_trace
/**
* \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();
+ void pause(SoundContext & ctx);
/**
* \brief Play this sample
*
@@ -32,7 +35,7 @@ public:
* \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();
+ void play(SoundContext & ctx);
/**
* \brief Reset playhead position
*
@@ -40,13 +43,13 @@ public:
* from the start of the sample. If the sound is not paused before calling this function,
* this function will stop playback.
*/
- void rewind();
+ void rewind(SoundContext & ctx);
/**
* \brief Set playback volume / gain
*
* \param volume Volume (0 = muted, 1 = full volume)
*/
- void set_volume(float volume);
+ void set_volume(SoundContext & ctx, float volume);
/**
* \brief Get playback volume / gain
*
@@ -58,7 +61,7 @@ public:
*
* \param looping Looping behavior (false = one-shot, true = loop)
*/
- void set_looping(bool looping);
+ void set_looping(SoundContext & ctx, bool looping);
/**
* \brief Get looping behavior
*
@@ -66,13 +69,6 @@ public:
*/
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;