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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "SoundSource.h"
- class Audio;
- /// %Sound source component with three-dimensional position.
- class SoundSource3D : public SoundSource
- {
- OBJECT(SoundSource3D);
-
- public:
- /// Construct.
- SoundSource3D(Context* context);
- /// Register object factory.
- static void RegisterObject(Context* context);
-
- /// Update sound source.
- virtual void Update(float timeStep);
-
- /// %Set attenuation parameters.
- void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
- /// %Set near distance. Distances closer than this do not have an effect.
- void SetNearDistance(float distance);
- /// %Set far distance. Beyond this sound will be completely attenuated.
- void SetFarDistance(float distance);
- /// %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 rolloff power factor.
- float RollAngleoffFactor() const { return rolloffFactor_; }
-
- protected:
- /// Near distance.
- float nearDistance_;
- /// Far distance.
- float farDistance_;
- /// Rolloff power factor.
- float rolloffFactor_;
- };
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