/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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SUBSYSTEM: nGenEx.lib FILE: Sound.h AUTHOR: John DiCamillo OVERVIEW ======== Abstract Sound Object */ #ifndef Sound_h #define Sound_h #include "Types.h" #include "Geometry.h" // +--------------------------------------------------------------------+ class SoundCard; class SoundCheck; class Camera; // +--------------------------------------------------------------------+ class Sound { public: static const char* TYPENAME() { return "Sound"; } static Sound* CreateStream(const char* filename); static Sound* CreateOggStream(const char* filename); static Sound* Create(DWORD flags, LPWAVEFORMATEX format); static Sound* Create(DWORD flags, LPWAVEFORMATEX format, DWORD len, LPBYTE data); static void SetListener(const Camera& cam, const Vec3& vel); static void UseSoundCard(SoundCard* s) { creator = s; } public: Sound(); virtual ~Sound(); int operator==(const Sound& rhs) const { return this == &rhs; } enum FlagEnum { AMBIENT = 0x0000, LOCALIZED = 0x0001, LOC_3D = 0x0002, MEMORY = 0x0000, STREAMED = 0x0004, ONCE = 0x0000, LOOP = 0x0008, FREE = 0x0000, LOCKED = 0x0010, DOPPLER = 0x0020, INTERFACE = 0x0040, OGGVORBIS = 0x4000, RESOURCE = 0x8000 // not playable, only used to store data }; enum StatusEnum { UNINITIALIZED, INITIALIZING, READY, PLAYING, DONE }; // once per frame: virtual void Update() { } // mark for collection: virtual void Release(); // data loading: // this method is for streamed sounds: virtual HRESULT StreamFile(const char* name, DWORD offset) { return E_NOINTERFACE; } // this method is for memory sounds: virtual HRESULT Load(DWORD bytes, BYTE* data) { return E_NOINTERFACE; } // => Ready // this method is for sound resources: virtual Sound* Duplicate() { return 0; } // => Ready // transport operations: virtual HRESULT Play() { return E_NOINTERFACE; } // => Playing virtual HRESULT Rewind() { return E_NOINTERFACE; } // => Ready virtual HRESULT Pause() { return E_NOINTERFACE; } // => Ready virtual HRESULT Stop() { return E_NOINTERFACE; } // => Done // accessors / mutators int IsReady() const { return status == READY; } int IsPlaying() const { return status == PLAYING; } int IsDone() const { return status == DONE; } int LoopCount() const { return looped; } virtual DWORD GetFlags() const { return flags; } virtual void SetFlags(DWORD f) { flags = f; } virtual DWORD GetStatus() const { return status; } virtual long GetVolume() const { return volume; } virtual void SetVolume(long v) { volume = v; } virtual long GetPan() const { return 0; } virtual void SetPan(long p) { } // (only for streamed sounds) virtual double GetTotalTime() const { return 0; } virtual double GetTimeRemaining() const { return 0; } virtual double GetTimeElapsed() const { return 0; } // These should be relative to the listener: // (only used for localized sounds) virtual const Vec3& GetLocation() const { return location; } virtual void SetLocation(const Vec3& l) { location = l; } virtual const Vec3& GetVelocity() const { return velocity; } virtual void SetVelocity(const Vec3& v) { velocity = v; } virtual float GetMinDistance() const { return 0; } virtual void SetMinDistance(float f) { } virtual float GetMaxDistance() const { return 0; } virtual void SetMaxDistance(float f) { } virtual void SetSoundCheck(SoundCheck* s) { sound_check = s; } virtual void AddToSoundCard(); const char* GetFilename() const { return filename; } void SetFilename(const char* s); protected: DWORD flags; DWORD status; long volume; // centibels, (0 .. -10000) int looped; Vec3 location; Vec3 velocity; SoundCheck* sound_check; char filename[64]; static SoundCard* creator; }; // +--------------------------------------------------------------------+ class SoundCheck { public: virtual void Update(Sound* s) { } }; #endif Sound_h