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#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
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