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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // 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.
- //
- #pragma once
- #include "../Audio/SoundSource.h"
- namespace Atomic
- {
- class Audio;
- /// %Sound source component with three-dimensional position.
- class ATOMIC_API SoundSource3D : public SoundSource
- {
- ATOMIC_OBJECT(SoundSource3D, SoundSource);
- public:
- /// Construct.
- SoundSource3D(Context* context);
- /// Register object factory.
- static void RegisterObject(Context* context);
- /// Visualize the component as debug geometry.
- virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
- /// Update sound source.
- virtual void Update(float timeStep);
- /// Set attenuation parameters.
- void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
- /// Set angle attenuation parameters.
- void SetAngleAttenuation(float innerAngle, float outerAngle);
- /// Set near distance. Inside this range sound will not be attenuated.
- void SetNearDistance(float distance);
- /// Set far distance. Outside this range sound will be completely attenuated.
- void SetFarDistance(float distance);
- /// Set inner angle in degrees. Inside this angle sound will not be attenuated.By default 360, meaning direction never has an effect.
- void SetInnerAngle(float angle);
- /// Set outer angle in degrees. Outside this angle sound will be completely attenuated. By default 360, meaning direction never has an effect.
- void SetOuterAngle(float angle);
- /// Set rolloff power factor, defines attenuation function shape.
- void SetRolloffFactor(float factor);
- /// Calculate attenuation and panning based on current position and listener position.
- void CalculateAttenuation();
- /// Return near distance.
- float GetNearDistance() const { return nearDistance_; }
- /// Return far distance.
- float GetFarDistance() const { return farDistance_; }
- /// Return inner angle in degrees.
- float GetInnerAngle() const { return innerAngle_; }
- /// Return outer angle in degrees.
- float GetOuterAngle() const { return outerAngle_; }
- /// Return rolloff power factor.
- float RollAngleoffFactor() const { return rolloffFactor_; }
- protected:
- /// Near distance.
- float nearDistance_;
- /// Far distance.
- float farDistance_;
- /// Inner angle for directional attenuation.
- float innerAngle_;
- /// Outer angle for directional attenuation.
- float outerAngle_;
- /// Rolloff power factor.
- float rolloffFactor_;
- };
- }
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