//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SFXRESOURCE_H_ #define _SFXRESOURCE_H_ #ifndef _SFXCOMMON_H_ #include "sfx/sfxCommon.h" #endif #ifndef __RESOURCE_H__ #include "core/resource.h" #endif class SFXStream; /// This is the base class for all sound file resources including /// streamed sound files. It acts much like an always in-core /// header to the actual sound data which is read through an SFXStream. /// /// The first step occurs at ResourceManager::load() time at which /// only the header information, the format, size frequency, and /// looping flag, are loaded from the sound file. This provides /// just the nessasary information to simulate sound playback for /// sounds playing just out of the users hearing range. /// /// The second step loads the actual sound data or begins filling /// the stream buffer. This is triggered by a call to openStream(). /// SFXProfile, for example, does this when mPreload is enabled. /// class SFXResource { public: typedef void Parent; protected: /// The constructor is protected. /// @see SFXResource::load() SFXResource(); /// Path to the sound file. String mFileName; /// The format of the sample data. SFXFormat mFormat; /// The length of the sample in milliseconds. U32 mDuration; /// Construct a resource instance for the given file. Format and duration /// are read from the given stream. SFXResource( String fileName, SFXStream* stream ); public: /// The destructor. virtual ~SFXResource() {} /// This is a helper function used by SFXProfile for load /// a sound resource. It takes care of trying different /// types for extension-less filenames. /// /// @param filename The sound file path with or without extension. /// static Resource< SFXResource > load( String filename ); /// A helper function which returns true if the /// sound resource exists. /// /// @param filename The sound file path with or without extension. /// static bool exists( String filename ); /// Return the path to the sound file. const String& getFileName() { return mFileName; } /// Returns the total playback time milliseconds. U32 getDuration() const { return mDuration; } /// The format of the data in the resource. const SFXFormat& getFormat() const { return mFormat; } /// Open a stream for reading the resource's sample data. SFXStream* openStream(); // Internal. struct _NewHelper; friend struct _NewHelper; }; #endif // _SFXRESOURCE_H_