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#pragma once
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
#include <memory>
#include "Asset.h"
namespace crepe {
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 Get playback volume / gain
*
* \return Volume
*/
float get_volume() const { return this->volume; }
/**
* \brief Set looping behavior for this sample
*
* \param looping Looping behavior (false = one-shot, true = loop)
*/
void set_looping(bool looping);
/**
* \brief Get looping behavior
*
* \return true if looping, false if one-shot
*/
bool get_looping() const { return this->looping; }
public:
Sound(const char * src);
Sound(std::unique_ptr<Asset> res);
private:
void load(std::unique_ptr<Asset> res);
private:
SoLoud::Wav sample;
SoLoud::handle handle;
float volume = 1.0f;
bool looping = false;
};
} // namespace crepe
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