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#pragma once
#include <soloud/soloud.h>
#include "../api/Config.h"
#include "SoundHandle.h"
#include "Sound.h"
namespace crepe {
/**
* \brief Sound engine facade
*
* This class is a wrapper around a \c SoLoud::Soloud instance, which provides the methods for
* playing \c Sound instances. It is part of the sound facade.
*/
class SoundContext {
public:
SoundContext();
virtual ~SoundContext();
SoundContext(const SoundContext &) = delete;
SoundContext(SoundContext &&) = delete;
SoundContext & operator=(const SoundContext &) = delete;
SoundContext & operator=(SoundContext &&) = delete;
/**
* \brief Play a sample
*
* Plays a Sound from the beginning of the sample and returns a handle to control it later.
*
* \param resource Sound instance to play
*
* \returns Handle to control this voice
*/
virtual SoundHandle play(Sound & resource);
/**
* \brief Stop a voice immediately if it is still playing
*
* \note This function does nothing if the handle is invalid or if the sound is already
* stopped / finished playing.
*
* \param handle Voice handle returned by SoundContext::play
*/
virtual void stop(const SoundHandle & handle);
/**
* \brief Change the volume of a voice
*
* \note This function does nothing if the handle is invalid or if the sound is already
* stopped / finished playing.
*
* \param handle Voice handle returned by SoundContext::play
* \param volume New gain value (0=silent, 1=default)
*/
virtual void set_volume(const SoundHandle & handle, float volume);
/**
* \brief Set the looping behavior of a voice
*
* \note This function does nothing if the handle is invalid or if the sound is already
* stopped / finished playing.
*
* \param handle Voice handle returned by SoundContext::play
* \param loop Looping behavior (false=oneshot, true=loop)
*/
virtual void set_loop(const SoundHandle & handle, bool loop);
private:
//! Abstracted class
SoLoud::Soloud engine;
//! Config reference
Config & config = Config::get_instance();
//! Sound handle registry
std::unordered_map<SoundHandle, SoLoud::handle> registry;
//! Unique handle counter
SoundHandle next_handle = 0;
};
} // namespace crepe
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