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Sound API: Add fading sounds
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parent
f1d7a26b7c
commit
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14 changed files with 248 additions and 19 deletions
28
src/sound.h
28
src/sound.h
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@ -34,8 +34,8 @@ public:
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struct SimpleSoundSpec
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{
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SimpleSoundSpec(const std::string &name = "", float gain = 1.0)
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: name(name), gain(gain)
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SimpleSoundSpec(const std::string &name = "", float gain = 1.0, float fade = 0.0)
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: name(name), gain(gain), fade(fade)
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{
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}
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@ -43,13 +43,13 @@ struct SimpleSoundSpec
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std::string name;
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float gain;
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float fade;
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};
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class ISoundManager
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{
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public:
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virtual ~ISoundManager() {}
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// Multiple sounds can be loaded per name; when played, the sound
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// should be chosen randomly from alternatives
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// Return value determines success/failure
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@ -63,16 +63,21 @@ public:
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// playSound functions return -1 on failure, otherwise a handle to the
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// sound. If name=="", call should be ignored without error.
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virtual int playSound(const std::string &name, bool loop, float volume) = 0;
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virtual int playSoundAt(
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const std::string &name, bool loop, float volume, v3f pos) = 0;
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virtual int playSound(const std::string &name, bool loop, float volume,
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float fade = 0) = 0;
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virtual int playSoundAt(const std::string &name, bool loop, float volume,
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v3f pos) = 0;
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virtual void stopSound(int sound) = 0;
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virtual bool soundExists(int sound) = 0;
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virtual void updateSoundPosition(int sound, v3f pos) = 0;
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virtual bool updateSoundGain(int id, float gain) = 0;
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virtual float getSoundGain(int id) = 0;
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virtual void step(float dtime) = 0;
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virtual void fadeSound(int sound, float step, float gain) = 0;
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int playSound(const SimpleSoundSpec &spec, bool loop)
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{
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return playSound(spec.name, loop, spec.gain);
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return playSound(spec.name, loop, spec.gain, spec.fade);
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}
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int playSoundAt(const SimpleSoundSpec &spec, bool loop, v3f pos)
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{
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@ -93,7 +98,10 @@ public:
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}
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void updateListener(v3f pos, v3f vel, v3f at, v3f up) {}
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void setListenerGain(float gain) {}
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int playSound(const std::string &name, bool loop, float volume) { return 0; }
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int playSound(const std::string &name, bool loop, float volume, float fade)
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{
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return 0;
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}
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int playSoundAt(const std::string &name, bool loop, float volume, v3f pos)
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{
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return 0;
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@ -101,6 +109,10 @@ public:
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void stopSound(int sound) {}
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bool soundExists(int sound) { return false; }
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void updateSoundPosition(int sound, v3f pos) {}
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bool updateSoundGain(int id, float gain) { return false; }
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float getSoundGain(int id) { return 0; }
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void step(float dtime) { }
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void fadeSound(int sound, float step, float gain) { }
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};
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// Global DummySoundManager singleton
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