2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SOUND_MANAGER_H
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#define NL_SOUND_MANAGER_H
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//////////////
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// INCLUDES //
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//////////////
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// misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/config_file.h"
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#include "nel/misc/fast_id_map.h"
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// game_share
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#include "nel/misc/entity_id.h"
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// sound
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#include "nel/sound/u_audio_mixer.h"
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#include "nel/sound/u_listener.h"
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2012-06-02 09:09:14 +00:00
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#include "nel/misc/sheet_id.h"
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2012-05-29 13:31:11 +00:00
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extern class CSoundManager *SoundMngr;
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///////////
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// USING //
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///////////
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using std::string;
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using NLSOUND::USource;
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namespace NLMISC
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{
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class IProgressCallback;
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}
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/**
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* class managing all the sounds for the client
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* \author David Fleury
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* \author Nevrax France
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* \date 2001
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*/
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class CSoundManager
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{
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public:
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typedef uint32 TSourceId;
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private:
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typedef CHashMultiMap<NLMISC::CEntityId, TSourceId, NLMISC::CEntityIdHashMapTraits> TMultiMapEntityToSource;
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typedef NLMISC::CFastIdMap<TSourceId, NLSOUND::USource *> TMapIdToSource;
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/// Load the properties for this sound and aplly them.
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void loadProperties(const string &soundName, USource *source);
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/// Load the positioned sounds
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//void loadPositionedSounds();
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public:
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// Loading music XFade
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enum {LoadingMusicXFade= 1000};
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public:
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/**
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* constructor
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* \param string& samplePath The path to directory containing the .wav sample files
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* \param vector& sampleBanks The list of sample banks to load
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*/
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CSoundManager(NLMISC::IProgressCallback *progressCallBack = NULL);
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/// destructor
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~CSoundManager();
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/// Return the audio mixer instance pointer.
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NLSOUND::UAudioMixer *getMixer();
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2012-06-02 09:09:14 +00:00
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TSourceId addSource( const NLMISC::CSheetId &soundName, const NLMISC::CVector &position, bool play = true , bool loop = false, const NLMISC::CEntityId &id = NLMISC::CEntityId::Unknown );
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2012-05-29 13:31:11 +00:00
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/// spawn a new source to the world but sound manager don't keep any link and the sound will be automatically deleted when finnished
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2012-06-02 09:09:14 +00:00
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bool spawnSource (const NLMISC::CSheetId &soundName, NLSOUND::CSoundContext &context);
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2012-05-29 13:31:11 +00:00
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/// spawn a new source to the world but sound manager don't keep any link and the sound will be automatically deleted when finnished
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2012-06-02 09:09:14 +00:00
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bool spawnSource( const NLMISC::CSheetId &soundName, const NLMISC::CVector &position );
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2012-05-29 13:31:11 +00:00
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/**
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* remove a source
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* \param uint32 source id
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*/
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void removeSource( TSourceId sourceId );
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/**
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* update the pos of all the sounds attached to that entity
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* \param NLMISC::CEntityId& id of the entity
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* \param CVector& new position
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*/
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void updateEntityPos( const NLMISC::CEntityId &id, const NLMISC::CVector &pos);
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/**
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* update the velocity of all the sounds attached to that entity
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* \param NLMISC::CEntityId& id of the entity
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* \param CVector& new velocity
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*/
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void updateEntityVelocity( const NLMISC::CEntityId &id, const NLMISC::CVector &velocity);
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/**
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* update the direction of all the sounds attached to that entity
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* \param NLMISC::CEntityId& id of the entity
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* \param CVector& new direction
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*/
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void updateEntityDirection( const NLMISC::CEntityId &id, const NLMISC::CVector &dir );
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/**
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* remove an entity from the view : delete all the sounds attached to that entity
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* \param NLMISC::CEntityId& id of the entity to remove
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*/
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void removeEntity( const NLMISC::CEntityId &id);
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/**
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* set the listener position
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* \param CVector & new position
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*/
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inline void setListenerPos( const NLMISC::CVector &pos)
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{
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static NLMISC::CVector oldPos(0.0f, 0.0f, 0.0f);
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if(oldPos != pos)
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{
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_AudioMixer->setListenerPos( pos );
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oldPos = pos;
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}
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}
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/**
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* set the listener velocity
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* \param CVector& new velocity
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*/
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inline void setListenerVelocity( const NLMISC::CVector &velocity)
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{
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static NLMISC::CVector oldVelocity(1564152.0f,1561.0f,846.0f);
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if(oldVelocity != velocity)
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{
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_AudioMixer->getListener()->setVelocity( velocity );
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oldVelocity = velocity;
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}
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}
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/**
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* set the listener orientation
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* \param CVector& new orientation 'front'
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* \param CVector& new orientation 'up'
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*/
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inline void setListenerOrientation( const NLMISC::CVector &front, const NLMISC::CVector &up = NLMISC::CVector(0.0f,0.0f,1.0f) )
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{
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static NLMISC::CVector oldFront(1564152.0f,1561.0f,846.0f), oldUp(1564152.0f,1561.0f,846.0f);
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if(oldFront != front || oldUp != up)
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{
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_AudioMixer->getListener()->setOrientation( front, up );
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oldFront = front;
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oldUp = up;
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}
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}
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/** Get the gain value for the sound emited by the user entity
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* This value come from the UserEntitySoundLevel var in config file.
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*/
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float getUserEntitySoundLevel() {return _UserEntitySoundLevel; }
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void reset ();
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void setFilterState(uint filter, bool state);
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void playBackgroundSound ();
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void stopBackgroundSound ();
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/**
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* set sound position (sound must exist)
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* \param uint32 source id
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* \param CVector& new position
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*/
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void setSoundPosition( TSourceId sourceId, const NLMISC::CVector &position);
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/**
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* loop a sound (or stop looping)
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* \param uint32 source id
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* \param bool loop (true = loop)
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*/
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void loopSound( TSourceId sourceId, bool loop);
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/**
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* play or stop a sound
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* \param uint32 source id
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* \param bool play (true = play, false = stop)
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*/
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void playSound( TSourceId sourceId, bool play);
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/**
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* test whether the sepcified source is playing or not
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* \param uint32 source id
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* \return bool true if the source is playing
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*/
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bool isPlaying( TSourceId sourceId );
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/**
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* select the env effect corresponding to tag
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* \param string& tag
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*/
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inline void selectEnvEffect( const std::string &tag)
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{
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nlassert( _AudioMixer );
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_AudioMixer->selectEnvEffects( tag);
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}
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/**
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* select the env corresponding to tag
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* \param string& tag
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*/
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void selectEnv( const std::string &tag);
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/**
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* set source Gain
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* (Set the gain amount (value inside [0, 1]) to map between 0 and the nominal gain
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* (which is getSource()->getGain()). Does nothing if getSource() is null )
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* \param uint32 sourceId
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* \param float new gain (0-1)
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*/
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void setSourceGain( TSourceId sourceId, float gain);
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/**
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* get source Gain
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* \param uint32 sourceId
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* \return float new gain (0-1) (-1 if source not found)
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*/
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float getSourceGain( TSourceId sourceId );
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/**
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* set source Pitch
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* (Shift the frequency. 1.0f equals identity, each reduction of 50% equals a pitch shift of one octave. 0 is not a legal value.)
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* \param uint32 sourceId
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* \param float new Pitch (0-1)
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*/
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void setSourcePitch( TSourceId sourceId, float gain);
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/**
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* get source Pitch
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* \param uint32 sourceId
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* \return float new Pitch (0-1) (>0) (-1 if source not found)
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*/
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float getSourcePitch( TSourceId sourceId );
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/**
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* Play all the positioned sounds which are near the given position
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*
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* \param pos is the position of the user
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*/
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void playPositionedSounds( const NLMISC::CVector& pos );
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void update ();
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// called at outgame time
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void updateAudioMixerOnly();
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/// Return the number of sources
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uint getSourcesInstanceCount() const { if (_AudioMixer) return _AudioMixer->getSourcesInstanceCount(); else return 0; };
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/// Return the number of playing sources
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uint getPlayingSourcesCount() const { if (_AudioMixer) return _AudioMixer->getPlayingSourcesCount(); else return 0; };
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/// Return the memory size for samples.
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uint getLoadingSamplesSize() const { if (_AudioMixer) return _AudioMixer->getLoadedSampleSize(); else return 0; };
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void switchSoundState ();
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/// Load all stuffs for a continent (must be "lesfalaises", "tryker" ... look ryzom.world for good name)
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void loadContinent (const std::string &name, const NLMISC::CVector& pos);
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/// Draw the sounds/cluster/audio path for debugging purpose
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void drawSounds(float camHeight);
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/// Play Music (see UAudioMixer for detail). NB: the background music system is disabled until the music is stopped
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void playMusic(const string &fileName, uint xFadeTime= 2000, bool async= true, bool loop=true, bool forceGameMusicVolume= false);
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/// Stop Music. NB: the background music system is then reenabled
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void stopMusic(uint xFadeTime= 2000);
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/// Pause Music
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void pauseMusic();
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/// Resume Music
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void resumeMusic();
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/// Is Music ended ?
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bool isMusicEnded();
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/// set game music volume (0-1) (outgame and ingame music)
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void setGameMusicVolume(float val);
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/// set user music volume (0-1) (mp3 player)
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void setUserMusicVolume(float val);
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/// Set the SFX global volume (don't impact on music volume)
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void setSFXVolume(float val);
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/// Fade in/out game volume (game music and sfx volume)
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void fadeInGameSound(sint32 timeFadeMs);
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void fadeOutGameSound(sint32 timeFadeMs);
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void setupFadeSound(float sfxFade, float musicFade);
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/// Start an Event music (always async). Don't restart if the same music is currently playing
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void playEventMusic(const string &fileName, uint xFadeTime= 2000, bool loop=true);
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/// Stop the event music played. Stop the music only if it is the same music. Set empty filename to stop any music
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void stopEventMusic(const string &fileName, uint xFadeTime= 2000);
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/// get the eventmusic played (empty if none or ended)
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const std::string &getEventMusicPlayed() const {return _EventMusicPlayed;}
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/**
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* Initialize the audio mixer, load the sound banks, called by the constructors
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* \param string& sound buffer file (.nss)
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*/
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void init(NLMISC::IProgressCallback *progressCallBack = NULL);
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private:
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// attributes------------------------------
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bool _PlaySound;
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/// Pointer on the audio mixer object
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NLSOUND::UAudioMixer *_AudioMixer;
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/// The root effects group controller for effects volume settings by the user
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NLSOUND::UGroupController *_GroupControllerEffects;
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/// The root effects group controller for effects fading by the game
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NLSOUND::UGroupController *_GroupControllerEffectsGame;
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/// Pointer on the root of the environmental sounds tree (if any)
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NLSOUND::UEnvSound *_EnvSoundRoot;
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/// The current filter state.
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NLSOUND::UAudioMixer::TBackgroundFlags _BackgroundFlags;
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/// map attached sounds to the parent entity
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TMultiMapEntityToSource _AttachedSources;
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/// map sound Id to sound object
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TMapIdToSource _Sources;
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/// all the step sounds
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//CStepSounds _StepSounds;
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/// list of positioned sounds
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std::list<TSourceId> _PositionedSounds;
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/// Gain value for user entity sound.
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float _UserEntitySoundLevel;
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/// Music Player and outgame music: re-enable the background music after a while
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NLMISC::TTime _EnableBackgroundMusicAtTime;
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/// release SoundAnim system
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void releaseSoundAnim();
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// volume
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float _SFXVolume;
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float _GameMusicVolume;
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float _UserMusicVolume;
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bool _UseGameMusicVolume;
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// if event music is possible
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bool _EventMusicEnabled;
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// if event music is currently playing, the name of it
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std::string _EventMusicPlayed;
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// if the event music currently playing is looping
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bool _EventMusicLoop;
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// the fading music volume during TP
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float _FadeGameMusicVolume;
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// the fading game music volume that raise when an event music is playing (replacing the background music)
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float _FadeGameMusicVolumeDueToEvent;
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float _FadeSFXVolume;
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void updateVolume();
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void setGameMusicMode(bool enableBackground, bool useGameMusicVolume);
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void fadeGameSound(bool fadeIn,sint32 timeFadeMs);
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void updateEventAndGameMusicVolume();
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};
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#endif // NL_SOUND_MANAGER_H
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/* End of sound_manager.h */
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