view engine/core/audio/soundmanager.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
date Thu, 27 May 2010 21:11:37 +0000
parents 64738befdf3b
children fc5a781adf2a
line wrap: on
line source

/***************************************************************************
 *   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_SOUNDMANAGER_H
#define FIFE_SOUNDMANAGER_H

// Standard C++ library includes

// 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 "fife_openal.h"

namespace FIFE {
	class SoundEmitter;
	class SoundClipPool;

	class SoundManager {
	public:
	
		SoundManager(SoundClipPool* pool);
		
		~SoundManager();
		
		/** Initializes the audio system
		 */
		void init();

		/** Returns a pointer to an emitter-instance given by emitterid
		 *
		 * @param emitterid The id of the Emitter
		 *
		 */
		SoundEmitter* getEmitter(unsigned int emitterid) const;
		
		/** Returns a pointer to an allocated emitter-instance
		 */
		SoundEmitter* createEmitter();
		
		/** Release an emitter-instance given by emitter-id
		 */
		void releaseEmitter(unsigned int emitterid);
		
		/** Returns an openAL context
		 */
		ALCcontext* getContext() const {
			return m_context;
		}
		
		/** Sets the Master Volume
		 * 
		 * @param vol The volume value. 0=silence ... 1.0=normal loudness.
		 */
		void setVolume(float vol) {
			if (m_device == NULL) {
				m_volume = vol;
			}
			alListenerf(AL_GAIN, vol);
		}
		
		/** Mute
		 */
		void mute() {
			alGetListenerf(AL_GAIN, &m_mutevol);
			alListenerf(AL_GAIN, 0);
		}
		
		/** Unmutes to volume before mute() was called.
		 */
		void unmute() {
			alListenerf(AL_GAIN, m_mutevol);
		}
		
		/** Sets the position of the listener (alter ego).
		 */
		void setListenerPosition(float x, float y, float z) {
			alListener3f(AL_POSITION, x, y, z);
		}
		
		/** Sets the orientation of the listener (alter ego).
		 */
		void setListenerOrientation(float x, float y, float z) {
			ALfloat vec[6] = { x, y, z, 0.0, 0.0, 1.0};
			alListenerfv(AL_ORIENTATION, vec);
		}
		
		/** Sets the velocity of the listener (alter ego).
		 */
		void setListenerVelocity(float x, float y, float z);
		
		/** Returns true if audio module is active
		 */
		bool isActive() const{
			return m_device != NULL;
		}
		
	private:
	
		std::vector<SoundEmitter*> m_emittervec;	// emitter-vector
		ALCcontext*						m_context; 		// OpenAL context
		ALCdevice*						m_device; 		// OpenAL device
		SoundClipPool*				m_pool;
		float								m_mutevol;		// volume before mute() was called
		float								m_volume;		// volume to support setVolume-calls before initialization
	};
}
#endif