#pragma once #include "../Component.h" #include "../facade/SoundHandle.h" #include "../types.h" #include "Asset.h" #include "GameObject.h" namespace crepe { class AudioSystem; //! Audio source component class AudioSource : public Component { //! AudioSource components are handled by AudioSystem friend class AudioSystem; protected: /** * \param source Sound sample to load */ AudioSource(game_object_id_t id, const Asset & source); //! Only ComponentManager creates components friend class ComponentManager; public: // std::unique_ptr needs to be able to destoy this component virtual ~AudioSource() = default; public: //! Start this audio source void play(bool looping = false); //! Stop this audio source void stop(); public: //! Play when this component becomes active bool play_on_awake = false; //! Repeat the current audio clip during playback bool loop = false; //! Normalized volume (0.0 - 1.0) float volume = 1.0; private: //! This audio source's clip const Asset source; /** * \name One-shot state variables * * These variables trigger function calls when set to true, and are unconditionally reset on * every system update. * * \{ */ //! Play this sample bool oneshot_play = false; //! Stop this sample bool oneshot_stop = false; //! \} /** * \name State diffing variables * \{ */ typeof(active) last_active = false; typeof(volume) last_volume = volume; typeof(loop) last_loop = loop; //! \} //! This source's voice handle SoundHandle voice {}; }; } // namespace crepe