// fg_fx.hxx -- Sound effect management class // // 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 // // 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ #ifndef __FGFX_HXX #define __FGFX_HXX 1 #include #include #include #include #include using std::queue; using std::vector; class SGXmlSound; /** * 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. */ class FGFX : public SGSubsystem { public: FGFX (); virtual ~FGFX (); virtual void init (); virtual void reinit (); virtual void bind (); virtual void unbind (); virtual void update (double dt); /** * add a sound sample to the message queue which is played sequentially * in order. */ void play_message( SGSoundSample *_sample ); void play_message( const string path, const string fname, double volume ); private: vector _sound; queue _samplequeue; bool last_pause; double last_volume; SGPropertyNode_ptr _pause; SGPropertyNode_ptr _volume; }; #endif // end of fg_fx.hxx