// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef NL_SIMPLE_SOUND_H
#define NL_SIMPLE_SOUND_H
#include "nel/misc/string_mapper.h"
#include "nel/sound/sound.h"
namespace NLSOUND {
class ISoundDriver;
class IBuffer;
class CSound;
/**
* A sound buffer and its static properties
* \author Boris Boucher
* \author Nevrax France
* \date 2002
*/
class CSimpleSound : public CSound
{
public:
/// Constructor
CSimpleSound();
/// Destructor
virtual ~CSimpleSound();
/** Allow to load sound files when corresponding wave file is missing
* (default: false, i.e. an input serial or a load throws an exception ESoundFileNotFound)
*/
// static void allowMissingWave( bool b ) { _AllowMissingWave = b; }
/// Serialize
// void serial( NLMISC::IStream& s );
/// Load the sound parameters from georges' form
virtual void importForm(const std::string& filename, NLGEORGES::UFormElm& formRoot);
/// Return the buffer and the buffername if not null
IBuffer* getBuffer();
/// Return true if distance and cone are meaningful
// bool isDetailed() const { return _Detailed; } // not used?
/// Return the alpha attenuation value.
float getAlpha() const { return float(_Alpha); }
/// Return the length of the sound in ms
uint32 getDuration();
/// Return the filename
const NLMISC::TStringId& getFilename() const { return _Filename; }
/// Return the name of the buffer (must be unique)
const NLMISC::TStringId& getBuffername() const { return _Buffername; }
/// Save (output stream only) (EDIT)
//static void save( const std::vector& container, NLMISC::IStream& s );
/// Change the buffer.
void setBuffer(IBuffer *buffer);
void getSubSoundList(std::vector > &subsounds) const;
void serial(NLMISC::IStream &s);
void setAlpha(float alpha)
{
_Alpha = alpha;
}
private:
TSOUND_TYPE getSoundType() {return SOUND_SIMPLE;};
// Allow to load sound files when corresponding wave file is missing ?
// static bool _AllowMissingWave;
// Registration flag for assoc between buffer and sound.
bool _Registered;
// Buffer
IBuffer *_Buffer;
// Static properties
// bool _Detailed; // not used?
double _Alpha;
// true if the buffer name contains some %. It means that the buffer name can be know only at runtime
bool _NeedContext;
// Sound name and filename (required for output (EDIT))
// std::string _Filename;
// std::string _Buffername;
NLMISC::TStringId _Filename;
NLMISC::TStringId _Buffername;
};
} // NLSOUND
#endif // NL_SIMPLE_SOUND_H
/* End of sound.h */