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Cleanup sound manager class (#7158)

* Cleanup sound manager client

* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
This commit is contained in:
Loïc Blot 2018-03-24 15:45:25 +01:00 committed by GitHub
parent bcd22fc34c
commit 4fd9715876
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GPG key ID: 4AEE18F83AFDEB23
19 changed files with 151 additions and 140 deletions

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@ -23,14 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include "irrlichttypes_bloated.h"
class OnDemandSoundFetcher
{
public:
virtual void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas) = 0;
};
struct SimpleSoundSpec
{
SimpleSoundSpec(const std::string &name = "", float gain = 1.0f,
@ -42,83 +34,8 @@ struct SimpleSoundSpec
bool exists() const { return !name.empty(); }
std::string name = "";
std::string name;
float gain = 1.0f;
float fade = 0.0f;
float pitch = 1.0f;
};
class ISoundManager
{
public:
virtual ~ISoundManager() = default;
// Multiple sounds can be loaded per name; when played, the sound
// should be chosen randomly from alternatives
// Return value determines success/failure
virtual bool loadSoundFile(
const std::string &name, const std::string &filepath) = 0;
virtual bool loadSoundData(
const std::string &name, const std::string &filedata) = 0;
virtual void updateListener(v3f pos, v3f vel, v3f at, v3f up) = 0;
virtual void setListenerGain(float gain) = 0;
// playSound functions return -1 on failure, otherwise a handle to the
// sound. If name=="", call should be ignored without error.
virtual int playSound(const std::string &name, bool loop, float volume,
float fade = 0.0f, float pitch = 1.0f) = 0;
virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch = 1.0f) = 0;
virtual void stopSound(int sound) = 0;
virtual bool soundExists(int sound) = 0;
virtual void updateSoundPosition(int sound, v3f pos) = 0;
virtual bool updateSoundGain(int id, float gain) = 0;
virtual float getSoundGain(int id) = 0;
virtual void step(float dtime) = 0;
virtual void fadeSound(int sound, float step, float gain) = 0;
int playSound(const SimpleSoundSpec &spec, bool loop)
{
return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch);
}
int playSoundAt(const SimpleSoundSpec &spec, bool loop, const v3f &pos)
{
return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch);
}
};
class DummySoundManager : public ISoundManager
{
public:
virtual bool loadSoundFile(const std::string &name, const std::string &filepath)
{
return true;
}
virtual bool loadSoundData(const std::string &name, const std::string &filedata)
{
return true;
}
void updateListener(v3f pos, v3f vel, v3f at, v3f up) {}
void setListenerGain(float gain) {}
int playSound(const std::string &name, bool loop, float volume, float fade,
float pitch)
{
return 0;
}
int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch)
{
return 0;
}
void stopSound(int sound) {}
bool soundExists(int sound) { return false; }
void updateSoundPosition(int sound, v3f pos) {}
bool updateSoundGain(int id, float gain) { return false; }
float getSoundGain(int id) { return 0; }
void step(float dtime) {}
void fadeSound(int sound, float step, float gain) {}
};
// Global DummySoundManager singleton
extern DummySoundManager dummySoundManager;