/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include #include #include "irr_v3d.h" #include "../sound.h" class OnDemandSoundFetcher { public: virtual void fetchSounds(const std::string &name, std::set &dst_paths, std::set &dst_datas) = 0; }; class ISoundManager { public: virtual ~ISoundManager() = default; // Multiple sounds can be loaded per name; when played, the sound // should be chosen randomly from alternatives // Return value determines success/failure virtual bool loadSoundFile( const std::string &name, const std::string &filepath) = 0; virtual bool loadSoundData( const std::string &name, const std::string &filedata) = 0; virtual void updateListener( const v3f &pos, const v3f &vel, const v3f &at, const v3f &up) = 0; virtual void setListenerGain(float gain) = 0; // playSound functions return -1 on failure, otherwise a handle to the // sound. If name=="", call should be ignored without error. virtual int playSound(const std::string &name, bool loop, float volume, float fade = 0.0f, float pitch = 1.0f) = 0; virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos, float pitch = 1.0f) = 0; virtual void stopSound(int sound) = 0; virtual bool soundExists(int sound) = 0; virtual void updateSoundPosition(int sound, v3f pos) = 0; virtual bool updateSoundGain(int id, float gain) = 0; virtual float getSoundGain(int id) = 0; virtual void step(float dtime) = 0; virtual void fadeSound(int sound, float step, float gain) = 0; int playSound(const SimpleSoundSpec &spec, bool loop) { return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch); } int playSoundAt(const SimpleSoundSpec &spec, bool loop, const v3f &pos) { return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch); } }; class DummySoundManager : public ISoundManager { public: virtual bool loadSoundFile(const std::string &name, const std::string &filepath) { return true; } virtual bool loadSoundData(const std::string &name, const std::string &filedata) { return true; } void updateListener(const v3f &pos, const v3f &vel, const v3f &at, const v3f &up) { } void setListenerGain(float gain) {} int playSound(const std::string &name, bool loop, float volume, float fade, float pitch) { return 0; } int playSoundAt(const std::string &name, bool loop, float volume, v3f pos, float pitch) { return 0; } void stopSound(int sound) {} bool soundExists(int sound) { return false; } void updateSoundPosition(int sound, v3f pos) {} bool updateSoundGain(int id, float gain) { return false; } float getSoundGain(int id) { return 0; } void step(float dtime) {} void fadeSound(int sound, float step, float gain) {} }; // Global DummySoundManager singleton extern DummySoundManager dummySoundManager;