BsAudioSource.h 4.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "Resources/BsIResourceListener.h"
  6. #include "Math/BsVector3.h"
  7. namespace bs
  8. {
  9. /** @addtogroup Audio
  10. * @{
  11. */
  12. /** Valid states in which AudioSource can be in. */
  13. enum class BS_SCRIPT_EXPORT(m:Audio) AudioSourceState
  14. {
  15. Playing, /**< Source is currently playing. */
  16. Paused, /**< Source is currently paused (play will resume from paused point). */
  17. Stopped /**< Source is currently stopped (play will resume from start). */
  18. };
  19. /**
  20. * Represents a source for emitting audio. Audio can be played spatially (gun shot), or normally (music). Each audio
  21. * source must have an AudioClip to play-back, and it can also have a position in the case of spatial (3D) audio.
  22. *
  23. * Whether or not an audio source is spatial is controlled by the assigned AudioClip. The volume and the pitch of a
  24. * spatial audio source is controlled by its position and the AudioListener's position/direction/velocity.
  25. */
  26. class BS_CORE_EXPORT AudioSource : public IResourceListener
  27. {
  28. public:
  29. virtual ~AudioSource() { }
  30. /** Aaudio clip to play. */
  31. virtual void setClip(const HAudioClip& clip);
  32. /** @copydoc setClip() */
  33. HAudioClip getClip() const { return mAudioClip; }
  34. /**
  35. * World position of the source. Determines volume/pitch in relation to AudioListener's position. Only relevant
  36. * for spatial (3D) sources.
  37. */
  38. virtual void setPosition(const Vector3& position);
  39. /** @copydoc setPosition() */
  40. Vector3 getPosition() const { return mPosition; }
  41. /**
  42. * Velocity of the source. Determines pitch in relation to AudioListener's position. Only relevant for spatial
  43. * (3D) sources.
  44. */
  45. virtual void setVelocity(const Vector3& velocity);
  46. /** @copydoc setVelocity() */
  47. Vector3 getVelocity() const { return mVelocity; }
  48. /** Volume of the audio played from this source, in [0, 1] range. */
  49. virtual void setVolume(float volume);
  50. /** @copydoc setVolume() */
  51. float getVolume() const { return mVolume; }
  52. /** Determines the pitch of the played audio. 1 is the default. */
  53. virtual void setPitch(float pitch);
  54. /** @copydoc setPitch() */
  55. float getPitch() const { return mPitch; }
  56. /** Determines whether the audio clip should loop when it finishes playing. */
  57. virtual void setIsLooping(bool loop);
  58. /** @copydoc setIsLooping() */
  59. bool getIsLooping() const { return mLoop; }
  60. /**
  61. * Determines the priority of the audio source. If more audio sources are playing than supported by the hardware,
  62. * some might get disabled. By setting a higher priority the audio source is guaranteed to be disabled after sources
  63. * with lower priority.
  64. */
  65. virtual void setPriority(INT32 priority);
  66. /** @copydoc setPriority() */
  67. UINT32 getPriority() const { return mPriority; }
  68. /**
  69. * Minimum distance at which audio attenuation starts. When the listener is closer to the source
  70. * than this value, audio is heard at full volume. Once farther away the audio starts attenuating.
  71. */
  72. virtual void setMinDistance(float distance);
  73. /** @copydoc setMinDistance() */
  74. float getMinDistance() const { return mMinDistance; }
  75. /**
  76. * Attenuation that controls how quickly does audio volume drop off as the listener moves further from the source.
  77. */
  78. virtual void setAttenuation(float attenuation);
  79. /** @copydoc setAttenuation() */
  80. float getAttenuation() const { return mAttenuation; }
  81. /** Starts playing the currently assigned audio clip. */
  82. virtual void play() = 0;
  83. /** Pauses the audio playback. */
  84. virtual void pause() = 0;
  85. /** Stops audio playback, rewinding it to the start. */
  86. virtual void stop() = 0;
  87. /**
  88. * Determines the current time of playback. If playback hasn't yet started, it specifies the time at which playback
  89. * will start at. The time is in seconds, in range [0, clipLength].
  90. */
  91. virtual void setTime(float time) = 0;
  92. /** @copydoc setTime() */
  93. virtual float getTime() const = 0;
  94. /** Returns the current state of the audio playback (playing/paused/stopped). */
  95. virtual AudioSourceState getState() const = 0;
  96. /** Creates a new audio source. */
  97. static SPtr<AudioSource> create();
  98. protected:
  99. AudioSource();
  100. /** @copydoc IResourceListener::getListenerResources */
  101. void getListenerResources(Vector<HResource>& resources) override;
  102. /** @copydoc IResourceListener::notifyResourceChanged */
  103. void notifyResourceChanged(const HResource& resource) override;
  104. /** Triggered by the resources system whenever the attached audio clip changed (e.g. was reimported.) */
  105. virtual void onClipChanged() { }
  106. HAudioClip mAudioClip;
  107. Vector3 mPosition;
  108. Vector3 mVelocity;
  109. float mVolume;
  110. float mPitch;
  111. bool mLoop;
  112. INT32 mPriority;
  113. float mMinDistance;
  114. float mAttenuation;
  115. };
  116. /** @} */
  117. }