SoundSource3D.h 2.6 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "SoundSource.h"
  25. class Audio;
  26. /// %Sound source component with three-dimensional position.
  27. class SoundSource3D : public SoundSource
  28. {
  29. OBJECT(SoundSource3D);
  30. public:
  31. /// Construct.
  32. SoundSource3D(Context* context);
  33. /// Register object factory.
  34. static void RegisterObject(Context* context);
  35. /// Update sound source.
  36. virtual void Update(float timeStep);
  37. /// %Set attenuation parameters.
  38. void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
  39. /// %Set near distance. Distances closer than this do not have an effect.
  40. void SetNearDistance(float distance);
  41. /// %Set far distance. Beyond this sound will be completely attenuated.
  42. void SetFarDistance(float distance);
  43. /// %Set rolloff power factor, defines attenuation function shape.
  44. void SetRolloffFactor(float factor);
  45. /// Calculate attenuation and panning based on current position and listener position.
  46. void CalculateAttenuation();
  47. /// Return near distance.
  48. float GetNearDistance() const { return nearDistance_; }
  49. /// Return far distance.
  50. float GetFarDistance() const { return farDistance_; }
  51. /// Return rolloff power factor.
  52. float RollAngleoffFactor() const { return rolloffFactor_; }
  53. protected:
  54. /// Near distance.
  55. float nearDistance_;
  56. /// Far distance.
  57. float farDistance_;
  58. /// Rolloff power factor.
  59. float rolloffFactor_;
  60. };