Mercurial > fife-parpg
view engine/core/audio/soundclip.h @ 524:6037f79b0dcf
Multiple quests now work.
Added the item layer.
Made movement more like diablo by allowing you to hold and drag the left mouse button.
All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 27 May 2010 21:11:37 +0000 |
parents | 64738befdf3b |
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 * ***************************************************************************/ #ifndef FIFE_SOUNDCLIP_H_ #define FIFE_SOUNDCLIP_H_ // Standard C++ library includes #include <vector> // Platform specific includes // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/resourceclass.h" #include "sounddecoder.h" namespace FIFE { /** Different types of audio-file positions */ enum SoundPositionType { SD_SAMPLE_POS, SD_TIME_POS, SD_BYTE_POS }; struct SoundBufferEntry { ALuint buffers[BUFFER_NUM]; unsigned int usedbufs; unsigned long deccursor; }; /** Class to handle the buffers of an audio file */ class SoundClip : public ResourceClass { public: SoundClip(SoundDecoder* decptr, bool deletedecoder = true); ~SoundClip(); /** Does this SoundClip require a streaming mechanism? * * @return Returns true if streaming is required, false if not. */ bool isStream() const { return m_isstream; } /** Returns the number of buffers used by the SoundClip * (only for non-streaming sound clips) * * @return Returns the number of buffers. */ unsigned int countBuffers() const { return m_buffervec.at(0)->usedbufs; } /** Returns the array of buffers for queuing * */ ALuint* getBuffers(unsigned int streamid = 0) const { return m_buffervec.at(streamid)->buffers; } /** Starts streaming the soundclip * @return Returns the streamid */ unsigned int beginStreaming(); /** Fills the streaming-buffers with initial data * * @param streamid The stream ID */ void acquireStream(unsigned int streamid); /** Sets the stream position * @return True if position is invalid (EOF has been reached) */ bool setStreamPos(unsigned int streamid, SoundPositionType type, float value); /** Gets the stream position */ float getStreamPos(unsigned int streamid, SoundPositionType type) const; /** Refill a processed buffer with new data * * @return True if file was EOF * @param streamid The stream ID */ bool getStream(unsigned int streamid, ALuint buffer); /** Quits Streaming */ void quitStreaming(unsigned int streamid); //void addRef() { // m_refcount++; //} //void decRef() { // m_refcount--; //} // unsigned int getRefCount() { // return m_refcount; // } /** Returns the attached decoder */ SoundDecoder* getDecoder() const { return m_decoder; } private: //unsigned int m_refcount; // Reference count of that soundclip bool m_isstream; // is stream? SoundDecoder* m_decoder; // attached decoder bool m_deletedecoder; // when loadFromDecoder-method is used, decoder shouldn't be deleted std::vector<SoundBufferEntry*> m_buffervec; }; } #endif