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110 lines
3.5 KiB
C
110 lines
3.5 KiB
C
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 OV_SOUND_SYTEM_H
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#define OV_SOUND_SYTEM_H
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#include <nel/misc/types_nl.h>
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#include <nel/misc/vector.h>
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#include <string>
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#include <set>
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#include "nel/sound/sound_anim_manager.h"
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namespace NLSOUND
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{
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class UAudioMixer;
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class USource;
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}
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namespace NLMISC
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{
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class CMatrix;
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}
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/// this class init the sound system used by the object viewer
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class CSoundSystem
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{
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public:
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/// set the name of the file containing the sound bank
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/* static void addSoundBank(const std::string &soundBankFileName)
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{
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_SoundBanksFileName.insert(soundBankFileName);
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}
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*/ /// set the name of the file containing the sample bank
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static void addSampleBank(const std::string &sampleBankFileName)
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{
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_SampleBanksFileName.insert(sampleBankFileName);
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}
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static void setSamplePath(std::string& path) { _SamplePath = NLMISC::CPath::standardizePath(path, true); }
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static void setPackedSheetPath(std::string& path) { _PackedSheetPath = NLMISC::CPath::standardizePath(path, true); }
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/** Init the sound system this also load the sound bank
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* See setSoundBank
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*/
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static void initSoundSystem(void);
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/// release the sound system
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static void releaseSoundSystem(void);
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/// set the listener matrix.
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static void setListenerMatrix(const NLMISC::CMatrix &m);
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/// poll sound. Must be called periodically
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static void poll(void);
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// spawn a sound at the user position
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static void play(const std::string &soundName);
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// create a sound at the user position (don't spawn it)
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static NLSOUND::USource *create(const std::string &soundName);
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// get the audio mixer, or null if init failed
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static NLSOUND::UAudioMixer *getAudioMixer(void) { return _AudioMixer; }
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/// Load the sound animation with the specified name
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static void loadAnimation(std::string& name) { _AnimManager->loadAnimation(name); }
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/// Start playing a sound animation.
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static void playAnimation(std::string& name, float lastTime, float curTime, NLSOUND::CSoundContext &context);
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/// Update the sound animations.
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//static void updateAnimations(float lastTime, float curTime) { _AnimManager->update(lastTime, curTime); };
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/// Returns a reference to the animation manager
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static NLSOUND::CSoundAnimManager* getSoundAnimManager() { return _AnimManager; }
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private:
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static NLSOUND::UAudioMixer *_AudioMixer;
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// static std::set<std::string> _SoundBanksFileName;
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static std::set<std::string> _SampleBanksFileName;
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static NLSOUND::CSoundAnimManager *_AnimManager;
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//static sint _AnimIndex;
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//static NLSOUND::TSoundAnimId _CurrentAnimation;
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//static NLSOUND::TSoundAnimPlayId _CurrentPlayback;
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static NLMISC::CVector _Zero;
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static std::string _SamplePath;
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static std::string _PackedSheetPath;
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};
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#endif
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