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/*  Project nGenEx
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    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