// soundmgr.hxx -- Sound effect management class // // Sound manager initially written by David Findlay // 2001 // // C++-ified by Curtis Olson, started March 2001. // // Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org // // 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 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef _SOUNDMGR_HXX #define _SOUNDMGR_HXX #ifdef HAVE_CONFIG_H # include #endif #include #include STL_STRING #include #include #include FG_USING_STD(map); FG_USING_STD(string); // manages everything we need to know for an individual sound sample class FGSimpleSound { slSample *sample; slEnvelope *pitch_envelope; slEnvelope *volume_envelope; double pitch; double volume; public: FGSimpleSound( string file ); FGSimpleSound( unsigned char *buffer, int len ); ~FGSimpleSound(); inline double get_pitch() const { return pitch; } inline void set_pitch( double p ) { pitch = p; pitch_envelope->setStep( 0, 0.01, pitch ); } inline double get_volume() const { return volume; } inline void set_volume( double v ) { volume = v; volume_envelope->setStep( 0, 0.01, volume ); } inline slSample *get_sample() { return sample; } inline slEnvelope *get_pitch_envelope() { return pitch_envelope; } inline slEnvelope *get_volume_envelope() { return volume_envelope; } }; typedef map < string, FGSimpleSound * > sound_map; typedef sound_map::iterator sound_map_iterator; typedef sound_map::const_iterator const_sound_map_iterator; class FGSoundMgr { slScheduler *audio_sched; smMixer *audio_mixer; sound_map sounds; public: FGSoundMgr(); ~FGSoundMgr(); // initialize the sound manager bool init(); // run the audio scheduler bool update(); // is audio working? inline bool is_working() const { return !audio_sched->not_working(); } // add a sound effect, return true if successful bool add( FGSimpleSound *sound, const string& refname ); // remove a sound effect, return true if successful bool remove( const string& refname ); // return true of the specified sound exists in the sound manager system bool exists( const string& refname ); // return a pointer to the FGSimpleSound if the specified sound // exists in the sound manager system, otherwise return NULL FGSimpleSound *find( const string& refname ); // tell the scheduler to play the indexed sample in a continuous // loop bool play_looped( const string& refname ); // tell the scheduler to play the indexed sample once bool play_once( const string& refname ); // return true of the specified sound is currently being played bool is_playing( const string& refname ); // immediate stop playing the sound bool stop( const string& refname ); }; #endif // _SOUNDMGR_HXX