#pragma once #include "../Component.h" #include "../types.h" #include "../util/Private.h" #include "GameObject.h" #include "Asset.h" namespace crepe { class AudioSystem; //! Audio source component class AudioSource : public Component { //! AudioSource components are handled by AudioSystem friend class AudioSystem; protected: AudioSource(game_object_id_t id, const Asset & source); //! Only ComponentManager can create components friend class ComponentManager; public: // But std::unique_ptr needs to be able to destoy this component again virtual ~AudioSource() = default; public: //! Start or resume 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; //! If this source is playing audio bool playing = false; //! Rewind the sample location bool rewind = false; private: //! AudioSystem::ComponentPrivate Private private_data; }; } // namespace crepe