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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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