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source/soundmanager/SoundManager.h
Show First 20 Lines • Show All 58 Lines • ▼ Show 20 Lines | |||||
protected: | protected: | ||||
ALCcontext* m_Context; | ALCcontext* m_Context; | ||||
ALCdevice* m_Device; | ALCdevice* m_Device; | ||||
ALSourceHolder* m_ALSourceBuffer; | ALSourceHolder* m_ALSourceBuffer; | ||||
ISoundItem* m_CurrentTune; | ISoundItem* m_CurrentTune; | ||||
ISoundItem* m_CurrentEnvirons; | ISoundItem* m_CurrentEnvirons; | ||||
struct SAmbientEmitterData { | |||||
ISoundItem* soundItem; | |||||
CVector3D position; | |||||
entity_id_t id; | |||||
}; | |||||
std::vector<SAmbientEmitterData> m_AmbientEmitters; | |||||
CSoundManagerWorker* m_Worker; | CSoundManagerWorker* m_Worker; | ||||
std::mutex m_DistressMutex; | std::mutex m_DistressMutex; | ||||
PlayList* m_PlayListItems; | PlayList* m_PlayListItems; | ||||
SoundGroupMap m_SoundGroups; | SoundGroupMap m_SoundGroups; | ||||
float m_Gain; | float m_Gain; | ||||
float m_MusicGain; | float m_MusicGain; | ||||
float m_AmbientGain; | float m_AmbientGain; | ||||
▲ Show 20 Lines • Show All 69 Lines • ▼ Show 20 Lines | public: | ||||
bool InDistress(); | bool InDistress(); | ||||
void SetDistressThroughShortage(); | void SetDistressThroughShortage(); | ||||
void SetDistressThroughError(); | void SetDistressThroughError(); | ||||
void Pause(bool pauseIt); | void Pause(bool pauseIt); | ||||
void PauseMusic(bool pauseIt); | void PauseMusic(bool pauseIt); | ||||
void PauseAmbient(bool pauseIt); | void PauseAmbient(bool pauseIt); | ||||
void PauseAmbientEmitters(bool pause); | |||||
void PauseAction(bool pauseIt); | void PauseAction(bool pauseIt); | ||||
void SetAmbientItem(ISoundItem* anItem); | void SetAmbientItem(ISoundItem* anItem); | ||||
void SetMasterGain(float gain); | void SetMasterGain(float gain); | ||||
void SetMusicGain(float gain); | void SetMusicGain(float gain); | ||||
void SetAmbientGain(float gain); | void SetAmbientGain(float gain); | ||||
void SetActionGain(float gain); | void SetActionGain(float gain); | ||||
void SetUIGain(float gain); | void SetUIGain(float gain); | ||||
float CSoundManager::GetAmbientEmitterGain(CVector3D& emitterPos); | |||||
void AddAmbientEmitter(const VfsPath& groupPath, CVector3D& sourcePos, entity_id_t source); | |||||
void RemoveAmbientEmitter(entity_id_t source); | |||||
void UpdateAmbientEmitterPosition(entity_id_t source, CVector3D& sourcePos); | |||||
protected: | protected: | ||||
void InitListener(); | void InitListener(); | ||||
Status AlcInit(); | Status AlcInit(); | ||||
void SetMusicItem(ISoundItem* anItem); | void SetMusicItem(ISoundItem* anItem); | ||||
private: | private: | ||||
CSoundManager(CSoundManager* UNUSED(other)){}; | CSoundManager(CSoundManager* UNUSED(other)){}; | ||||
}; | }; | ||||
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Wildfire Games · Phabricator