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- //-----------------------------------------------------------------------------
- // 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 _SFXFMODPROJECT_H_
- #define _SFXFMODPROJECT_H_
- #ifndef _SIMDATABLOCK_H_
- #include "console/simDatablock.h"
- #endif
- #ifndef _CONSOLETYPES_H_
- #include "console/consoleTypes.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- #ifndef _SFXSYSTEM_H_
- #include "sfx/sfxSystem.h"
- #endif
- #include "fmod_event.h"
- class SFXFMODEvent;
- class SFXFMODEventGroup;
- class SimGroup;
- /// Datablock that loads an FMOD Designer project.
- ///
- /// All events in the project are automatically made available as SFXFMODEvent track
- /// datablock instances. Each event object is automatically named by substituting
- /// the slashes in its fully qualified name with underscores and preprending the project
- /// name to this; event 'group1/group2/event' in the SFXFMODProject instance called
- /// 'project', for example, will be available as a TorqueScript object called
- /// 'project_group1_group2_event'.
- ///
- /// This class also works in a client-server environment where the server is
- /// not running FMOD. The event objects are cached in an auto-generated TorqueScript
- /// file alongside the .fev project file (x/y.fev -> x/y.fev.cs) which, when available
- /// and up-to-date, does not require FMOD for the server-side objects to correctly
- /// initialize.
- ///
- /// To establish good loading behavior and for good memory management, it is necessary to
- /// wisely distribute events to groups and to manually pre-load groups. The best solution
- /// probably is to have one group of common events that is loaded during game startup and
- /// then have one event group for each level in the game that is only loaded for the
- /// duration of its particular level.
- ///
- /// SFXFMODProject will propagate it's networking model to all its contents. This means
- /// that if the project is a non-networked datablock, then all event groups, events, and
- /// descriptions contained in the project will also be non-networked datablocks.
- ///
- /// It usually makes the most sense to use non-networked ("client-only") datablocks as
- /// otherwise the FMOD datablocks will be purged on each mission load.
- ///
- /// @note Only one project's music data can ever be loaded at any one time.
- /// Usually you wouldn't want more than a single SFXFMODProject instance in your game
- /// data. Also, only a single media path can be set through the designer API so when
- /// loading multiple projects, note that each project will set the media path to its
- /// own directory. For data loading to work, all project thus need to be placed in
- /// the same directory.
- ///
- class SFXFMODProject : public SimDataBlock
- {
- public:
-
- typedef SimDataBlock Parent;
- friend class SFXFMODEventGroup; // _addGroup
- friend class SFXFMODEvent; // _addEvent
-
- protected:
-
- ///
- String mFileName;
-
- ///
- String mMediaPath;
-
- ///
- SFXFMODEventGroup* mRootGroups;
-
- /// A flat list of all the groups in this projet.
- Vector< SFXFMODEventGroup* > mGroups;
- /// A flat list of all the events in the project.
- Vector< SFXFMODEvent* > mEvents;
-
- ///
- FMOD_EVENTPROJECT* mHandle;
-
- ///
- void _onSystemEvent( SFXSystemEventType event );
-
- ///
- void _clear();
-
- ///
- bool _load();
-
- ///
- void _addEvent( SFXFMODEvent* event );
-
- ///
- void _addGroup( SFXFMODEventGroup* group );
-
- ///
- void _removeEvent( SFXFMODEvent* event );
-
- ///
- void _removeGroup( SFXFMODEventGroup* group );
-
- public:
-
- ///
- SFXFMODProject();
-
- virtual ~SFXFMODProject();
-
- ///
- void acquire( bool recursive = false );
-
- ///
- void release();
-
- ///
- const String& getFileName() const { return mFileName; }
- // SimDataBlock.
- virtual bool onAdd();
- virtual void onRemove();
- virtual bool preload( bool server, String& errorStr );
- virtual void packData( BitStream* stream );
- virtual void unpackData( BitStream* stream );
-
- static void initPersistFields();
-
- DECLARE_CONOBJECT( SFXFMODProject );
- DECLARE_CATEGORY( "SFX FMOD" );
- DECLARE_DESCRIPTION( "An FMOD Designer project." );
- };
- #endif // !_SFXFMODPROJECT_H_
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