// // 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 Urho3D { class Audio; /// %Sound source component with three-dimensional position. class URHO3D_API SoundSource3D : public SoundSource { URHO3D_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_; }; }