93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
// fg_fx.hxx -- Sound effect management class
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//
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// Started by David Megginson, October 2001
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// (Reuses some code from main.cxx, probably by Curtis Olson)
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//
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// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef __FGFX_HXX
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#define __FGFX_HXX 1
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#include <simgear/compiler.h>
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#include <queue>
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#include <vector>
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#include <simgear/sound/sample_openal.hxx>
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#include <simgear/structure/subsystem_mgr.hxx>
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SG_USING_STD(queue);
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SG_USING_STD(vector);
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class SGXmlSound;
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/**
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* Generator for FlightGear sound effects.
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*
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* This module uses FGSoundMgr to generate sound effects based
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* on current flight conditions. The sound manager must be initialized
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* before this object is.
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*
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* Note: this module supports two separate sound mechanisms concurrently.
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*
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* 1. This module will load and play a set of sound effects defined in an
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* xml file and tie them to various property states.
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* 2. This modules also maintains a queue of 'message' audio files. These
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* are played sequentially with no overlap until the queue is finished.
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* This second mechanims is useful for things like tutorial messages or
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* background atc chatter.
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*/
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class FGFX : public SGSubsystem
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{
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public:
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FGFX ();
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virtual ~FGFX ();
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virtual void init ();
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virtual void reinit ();
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virtual void bind ();
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virtual void unbind ();
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virtual void update (double dt);
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/**
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* add a sound sample to the message queue which is played sequentially
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* in order.
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*/
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void play_message( SGSoundSample *_sample );
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void play_message( const string path, const string fname );
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private:
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vector<SGXmlSound *> _sound;
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queue<SGSoundSample *> _samplequeue;
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bool last_pause;
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double last_volume;
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SGPropertyNode *_pause;
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SGPropertyNode *_volume;
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};
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#endif
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// end of fg_fx.hxx
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