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flightgear/src/Sound/fg_fx.hxx

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2.5 KiB
C++

// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef __FGFX_HXX
#define __FGFX_HXX 1
#include <simgear/compiler.h>
#include <queue>
#include <vector>
#include <simgear/sound/sample_openal.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
SG_USING_STD(queue);
SG_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 );
private:
vector<SGXmlSound *> _sound;
queue<SGSoundSample *> _samplequeue;
bool last_pause;
double last_volume;
SGPropertyNode *_pause;
SGPropertyNode *_volume;
};
#endif
// end of fg_fx.hxx