153 lines
4.0 KiB
C++
153 lines
4.0 KiB
C++
// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnopenal.hpp"
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#include "scene/SceneItemComponent.hpp"
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#include "audio/AudioData.hpp"
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namespace Dawn {
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enum AudioSourceState {
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AUDIO_SOURCE_STATE_STOPPED,
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AUDIO_SOURCE_STATE_PLAYING,
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AUDIO_SOURCE_STATE_PAUSED
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};
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enum AudioSourcePlayMode {
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AUDIO_PLAY_MODE_ALWAYS,
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AUDIO_PLAY_MODE_UNPAUSED
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};
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class AudioSource : public SceneItemComponent {
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private:
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ALuint source;
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bool_t ready = false;
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// Settings
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bool_t loop = false;
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enum AudioSourceState requestedAudioState = AUDIO_SOURCE_STATE_STOPPED;
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enum AudioSourceState currentAudioState = AUDIO_SOURCE_STATE_STOPPED;
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int32_t layer = 0;
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AudioData *data = nullptr;
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AudioSourcePlayMode playMode = AUDIO_PLAY_MODE_UNPAUSED;
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/**
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* Internally update the audio's state based on the current settings.
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*/
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void updateAudioSource();
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// Events
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void onTransformUpdate();
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void onGamePause();
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void onGameUnpause();
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public:
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Event<> eventPlaying;
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Event<> eventPaused;
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Event<> eventStopped;
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/**
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* Creates an Audio Source item component.
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*
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* @param item SceneItem that this audio source is attached to.
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*/
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AudioSource(SceneItem *item);
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/**
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* Returns whether or not the audio source is set to loop or not.
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*
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* @return True if the source is looping otherwise false.
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*/
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bool_t isLooping();
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/**
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* Sets whether the audio source should loop or not.
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*
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* @param loop Loop or not.
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*/
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void setLoop(bool_t loop);
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/**
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* Returns the requested playing state of the source. Due to some weird
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* limitations of hardware, as well as some nice controls to decide how
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* sources should play, this is basically "What you would like the sound
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* to do" mode, so you really should be controlling this value where
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* possible.
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*
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* @return The requested playing state.
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*/
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AudioSourceState getPlayingState();
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/**
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* Sets the ideal playing state you want of this audio source.
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*
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* @param state State to set.
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*/
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void setPlayingState(enum AudioSourceState state);
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/**
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* Returns the real current state of the sound. Refer to getPlayingState
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* but basically the actually requested play state and what the hardware
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* and internal logic is doing may result in the actual state being a
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* little different. You cannot control this, but you can read it.
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*
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* @return The actual current playing state.
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*/
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AudioSourceState getRealState();
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/**
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* Plays the audio source.
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*/
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void play();
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/**
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* Pauses the audio source.
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*/
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void pause();
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/**
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* Stops the audio source.
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*/
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void stop();
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/**
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* Rewinds the audio source. At the time of writing this comment (23017) I
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* am unsure of the behaviour when rewinding whilst the source is active.
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*/
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// void rewind();
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/**
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* Returns the current audio data for this source.
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*
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* @return Audio data that is atached to this source.
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*/
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AudioData * getAudioData();
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/**
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* Sets the audio data for this source. Currently switching between the
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* audio data during playback may have undefined behavior.
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*
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* @param data Data to set.
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*/
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void setAudioData(AudioData *data);
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/**
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* Returns the play mode for the source.
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*
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* @return Current play mode.
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*/
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enum AudioSourcePlayMode getPlayMode();
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/**
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* Sets the play mode for the source.
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*
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* @param mode Play Mode to use.
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*/
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void setPlayMode(enum AudioSourcePlayMode mode);
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void onStart() override;
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void onDispose() override;
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};
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} |