stk-code_catmod/src/audio/sfx_base.hpp
2014-10-21 08:28:41 +11:00

87 lines
3.5 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006-2013 Patrick Ammann <pammann@aro.ch>
// Copyright (C) 2008-2013 Joerg Henrichs, Patrick Ammann
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_SFX_HPP
#define HEADER_SFX_HPP
#include "audio/sfx_manager.hpp"
#include "utils/no_copy.hpp"
/**
* \defgroup audio
* This module handles audio (sound effects and music).
*/
class Vec3;
/**
* \brief The base class for sound effects.
* It gets a sound buffer from the sound
* manager, which is shared between all instances. Do create a new sound
* effect object, use sfx_manager->getSFX(...); do not create an instance
* with new, since SFXManager makes sure to stop/restart all SFX (esp.
* looping sfx like engine sounds) when necessary.
* \ingroup audio
*/
class SFXBase : public NoCopy
{
public:
/** Status of a sound effect. */
enum SFXStatus
{
SFX_UNKNOWN = -1, SFX_STOPPED = 0, SFX_PAUSED = 1, SFX_PLAYING = 2,
SFX_NOT_INITIALISED = 3
};
virtual ~SFXBase() {}
/** Late creation, if SFX was initially disabled */
virtual bool init() = 0;
virtual bool isLooped() = 0;
virtual void updatePlayingSFX(float dt) = 0;
virtual void setPosition(const Vec3 &p) = 0;
virtual void reallySetPosition(const Vec3 &p) = 0;
virtual void setLoop(bool status) = 0;
virtual void reallySetLoop(bool status) = 0;
virtual void play() = 0;
virtual void reallyPlayNow() = 0;
virtual void stop() = 0;
virtual void reallyStopNow() = 0;
virtual void pause() = 0;
virtual void reallyPauseNow() = 0;
virtual void resume() = 0;
virtual void reallyResumeNow() = 0;
virtual void deleteSFX() = 0;
virtual void setSpeed(float factor) = 0;
virtual void reallySetSpeed(float factor) = 0;
virtual void setVolume(float gain) = 0;
virtual void reallySetVolume(float gain) = 0;
virtual void setMasterVolume(float gain) = 0;
virtual void reallySetMasterVolumeNow(float gain) = 0;
virtual void onSoundEnabledBack() = 0;
virtual void setRolloff(float rolloff) = 0;
virtual const SFXBuffer* getBuffer() const = 0;
virtual SFXStatus getStatus() = 0;
}; // SFXBase
#endif // HEADER_SFX_HPP