aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/facade
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/facade')
-rw-r--r--src/crepe/facade/Sound.cpp54
-rw-r--r--src/crepe/facade/Sound.h76
-rw-r--r--src/crepe/facade/SoundContext.cpp30
-rw-r--r--src/crepe/facade/SoundContext.h62
-rw-r--r--src/crepe/facade/SoundHandle.h12
5 files changed, 106 insertions, 128 deletions
diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp
index 4d3abf5..ad50637 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -1,59 +1,13 @@
+#include "../api/Asset.h"
#include "../util/Log.h"
#include "Sound.h"
-#include "SoundContext.h"
using namespace crepe;
using namespace std;
-Sound::Sound(unique_ptr<Asset> res) {
+Sound::Sound(const Asset & src) : Resource(src) {
+ this->sample.load(src.get_path().c_str());
dbg_trace();
- this->load(std::move(res));
-}
-
-Sound::Sound(const char * src) {
- dbg_trace();
- this->load(make_unique<Asset>(src));
-}
-
-void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_path().c_str()); }
-
-void Sound::play() {
- SoundContext & ctx = SoundContext::get_instance();
- if (ctx.engine.getPause(this->handle)) {
- // resume if paused
- ctx.engine.setPause(this->handle, false);
- } else {
- // or start new sound
- this->handle = ctx.engine.play(this->sample, this->volume);
- ctx.engine.setLooping(this->handle, this->looping);
- }
-}
-
-void Sound::pause() {
- SoundContext & ctx = SoundContext::get_instance();
- if (ctx.engine.getPause(this->handle)) return;
- ctx.engine.setPause(this->handle, true);
-}
-
-void Sound::rewind() {
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.seek(this->handle, 0);
-}
-
-void Sound::set_volume(float volume) {
- this->volume = volume;
-
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.setVolume(this->handle, this->volume);
-}
-
-void Sound::set_looping(bool looping) {
- this->looping = looping;
-
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.setLooping(this->handle, this->looping);
}
+Sound::~Sound() { dbg_trace(); }
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
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index deb2b62..b1f8cb3 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -4,17 +4,33 @@
using namespace crepe;
-SoundContext & SoundContext::get_instance() {
- static SoundContext instance;
- return instance;
-}
-
SoundContext::SoundContext() {
dbg_trace();
- engine.init();
+ this->engine.init();
+ this->engine.setMaxActiveVoiceCount(this->config.audio.voices);
}
SoundContext::~SoundContext() {
dbg_trace();
- engine.deinit();
+ this->engine.deinit();
+}
+
+SoundHandle SoundContext::play(Sound & resource) {
+ SoLoud::handle real_handle = this->engine.play(resource.sample, 1.0f);
+ SoundHandle handle = this->next_handle;
+ this->registry[handle] = real_handle;
+ this->next_handle++;
+ return handle;
+}
+
+void SoundContext::stop(const SoundHandle & handle) {
+ this->engine.stop(this->registry[handle]);
+}
+
+void SoundContext::set_volume(const SoundHandle & handle, float volume) {
+ this->engine.setVolume(this->registry[handle], volume);
+}
+
+void SoundContext::set_loop(const SoundHandle & handle, bool loop) {
+ this->engine.setLooping(this->registry[handle], loop);
}
diff --git a/src/crepe/facade/SoundContext.h b/src/crepe/facade/SoundContext.h
index d703c16..d986c59 100644
--- a/src/crepe/facade/SoundContext.h
+++ b/src/crepe/facade/SoundContext.h
@@ -2,30 +2,80 @@
#include <soloud/soloud.h>
+#include "../api/Config.h"
+
#include "Sound.h"
+#include "SoundHandle.h"
namespace crepe {
/**
* \brief Sound engine facade
*
- * This class is a wrapper around a \c SoLoud::Soloud instance, which provides
- * the methods for playing \c Sound instances. It is part of the sound facade.
+ * This class is a wrapper around a \c SoLoud::Soloud instance, which provides the methods for
+ * playing \c Sound instances. It is part of the sound facade.
*/
class SoundContext {
-private:
- // singleton
+public:
SoundContext();
virtual ~SoundContext();
+
SoundContext(const SoundContext &) = delete;
SoundContext(SoundContext &&) = delete;
SoundContext & operator=(const SoundContext &) = delete;
SoundContext & operator=(SoundContext &&) = delete;
+ /**
+ * \brief Play a sample
+ *
+ * Plays a Sound from the beginning of the sample and returns a handle to control it later.
+ *
+ * \param resource Sound instance to play
+ *
+ * \returns Handle to control this voice
+ */
+ virtual SoundHandle play(Sound & resource);
+ /**
+ * \brief Stop a voice immediately if it is still playing
+ *
+ * \note This function does nothing if the handle is invalid or if the sound is already
+ * stopped / finished playing.
+ *
+ * \param handle Voice handle returned by SoundContext::play
+ */
+ virtual void stop(const SoundHandle & handle);
+ /**
+ * \brief Change the volume of a voice
+ *
+ * \note This function does nothing if the handle is invalid or if the sound is already
+ * stopped / finished playing.
+ *
+ * \param handle Voice handle returned by SoundContext::play
+ * \param volume New gain value (0=silent, 1=default)
+ */
+ virtual void set_volume(const SoundHandle & handle, float volume);
+ /**
+ * \brief Set the looping behavior of a voice
+ *
+ * \note This function does nothing if the handle is invalid or if the sound is already
+ * stopped / finished playing.
+ *
+ * \param handle Voice handle returned by SoundContext::play
+ * \param loop Looping behavior (false=oneshot, true=loop)
+ */
+ virtual void set_loop(const SoundHandle & handle, bool loop);
+
private:
- static SoundContext & get_instance();
+ //! Abstracted class
SoLoud::Soloud engine;
- friend class Sound;
+
+ //! Config reference
+ Config & config = Config::get_instance();
+
+ //! Sound handle registry
+ std::unordered_map<SoundHandle, SoLoud::handle> registry;
+ //! Unique handle counter
+ SoundHandle next_handle = 0;
};
} // namespace crepe
diff --git a/src/crepe/facade/SoundHandle.h b/src/crepe/facade/SoundHandle.h
new file mode 100644
index 0000000..b7925fc
--- /dev/null
+++ b/src/crepe/facade/SoundHandle.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include <cstddef>
+
+namespace crepe {
+
+/**
+ * \brief Voice handle returned by
+ */
+typedef size_t SoundHandle;
+
+} // namespace crepe