blob: 7c1f161df1cf4b5f53542ed6c7ef4f2eb2392a19 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
#pragma once
#include "../Component.h"
#include "../types.h"
#include "../facade/SoundHandle.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
|