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#pragma once
#include <soloud.h>
#include <soloud_wav.h>
#include <memory>
#include "api/Resource.h"
namespace crepe {
class SoundSystem;
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 Set looping behavior for this sample
*
* \param looping Looping behavior (false = one-shot, true = loop)
*/
void set_looping(bool looping);
private:
friend class SoundSystem;
Sound(std::unique_ptr<api::Resource> res);
private:
std::unique_ptr<api::Resource> res;
SoLoud::Wav sample;
SoLoud::handle handle;
bool paused;
};
}
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