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flightgear/src/Sound/fg_fx.hxx

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// fg_fx.hxx -- Sound effect management class
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//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
//
// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 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
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
// $Id$
#ifndef __FGFX_HXX
#define __FGFX_HXX 1
#include <simgear/compiler.h>
#include <queue>
#include <vector>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/math/SGMath.hxx>
class SGXmlSound;
class SGSoundSample;
class SGSoundMgr;
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/**
* Generator for FlightGear sound effects.
*
* This module uses FGSoundMgr to generate sound effects based
* on current flight conditions. The sound manager must be initialized
* before this object is.
*
* Note: this module supports two separate sound mechanisms concurrently.
*
* 1. This module will load and play a set of sound effects defined in an
* xml file and tie them to various property states.
* 2. This modules also maintains a queue of 'message' audio files. These
* are played sequentially with no overlap until the queue is finished.
* This second mechanims is useful for things like tutorial messages or
* background atc chatter.
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*/
class FGFX : public SGSubsystem
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{
public:
FGFX ();
virtual ~FGFX ();
virtual void init ();
virtual void reinit ();
virtual void bind ();
virtual void unbind ();
virtual void update (double dt);
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/**
* add a sound sample to the message queue which is played sequentially
* in order.
*/
void play_message( SGSoundSample *_sample );
void play_message( const std::string& path, const std::string& fname, double volume );
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/**
* Explicit late update hook, to avoid problems which occur if done during
* normal SGSubsytem updating.
*/
void update_fx_late(double dt);
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private:
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void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
SGVec3d last_visitor_pos;
SGVec3d last_model_pos;
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std::vector<SGXmlSound *> _sound;
std::queue<SGSoundSample *> _samplequeue;
bool last_pause;
double last_volume;
SGPropertyNode_ptr _pause;
SGPropertyNode_ptr _volume;
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};
#endif
// end of fg_fx.hxx