Mercurial > fife-parpg
view engine/core/audio/soundmanager.i @ 695:47d58c7a95d7
Fixed a bug in VFSDirectory that prevented absolute paths from being resolved.
* Modified the VFSDirectory constructor so that it now adds the drive root as the VFS root by default, instead of the current working directory.
* Added the current working directory to the VFS in Engine::preInit in addition to the default drive root.
* Reverted a change to EventManager::processMouseEvent which prevents GUIChan from grabbing mouse input. The fact that GUIChan grabs all mouse input will need to be addressed once the GUI code is modularized.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Fri, 10 Jun 2011 23:36:14 -1000 |
parents | fc5a781adf2a |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ %module soundmanager %{ #include "audio/soundmanager.h" #include "audio/soundclippool.h" %} %include "util/resource/resource.i" namespace FIFE { class SoundClip; class SoundClipPool: public Pool { public: virtual ~SoundClipPool(); inline SoundClip& getSoundClip(unsigned int index); private: SoundClipPool(); }; class SoundManager { public: SoundManager(SoundClipPool*); ~SoundManager(); void init(); SoundEmitter* createEmitter(); SoundEmitter* getEmitter(unsigned int emitterid); void releaseEmitter(unsigned int emitterid); ALCcontext* getContext(); void setVolume(float vol); float getVolume() const; void mute(); void unmute(); void setListenerPosition(float x, float y, float z); void setListenerOrientation(float x, float y, float z); }; }