#pragma once #include <memory> #include <soloud/soloud.h> #include <soloud/soloud_wav.h> #include "Asset.h" namespace crepe { 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; } 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; float volume = 1.0f; bool looping = false; }; } // namespace crepe