SoundEffects.h 3.2 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Button;
  27. class Scene;
  28. class Slider;
  29. }
  30. /// Sound effects example
  31. /// This sample demonstrates:
  32. /// - Playing sound effects and music
  33. /// - Controlling sound and music master volume
  34. class SoundEffects : public Sample
  35. {
  36. URHO3D_OBJECT(SoundEffects, Sample);
  37. public:
  38. /// Construct.
  39. SoundEffects(Context* context);
  40. /// Setup before engine initialization. Modifies the engine parameters.
  41. virtual void Setup() override;
  42. /// Setup after engine initialization and before running the main loop.
  43. virtual void Start() override;
  44. protected:
  45. SoundSource* musicSource_;
  46. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  47. virtual String GetScreenJoystickPatchString() const override { return
  48. "<patch>"
  49. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">"
  50. " <attribute name=\"Is Visible\" value=\"false\" />"
  51. " </add>"
  52. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
  53. " <attribute name=\"Is Visible\" value=\"false\" />"
  54. " </add>"
  55. "</patch>";
  56. }
  57. private:
  58. /// Create the UI and subscribes to UI events.
  59. void CreateUI();
  60. /// Create a button at position with specified text in it.
  61. Button* CreateButton(int x, int y, int xSize, int ySize, const String& text);
  62. /// Create a horizontal slider with specified text above it.
  63. Slider* CreateSlider(int x, int y, int xSize, int ySize, const String& text);
  64. /// Handle a sound effect button click.
  65. void HandlePlaySound(StringHash eventType, VariantMap& eventData);
  66. /// Handle "play music" button click.
  67. void HandlePlayMusic(StringHash eventType, VariantMap& eventData);
  68. /// Handle "stop music" button click.
  69. void HandleStopMusic(StringHash eventType, VariantMap& eventData);
  70. /// Handle sound effects volume slider change.
  71. void HandleSoundVolume(StringHash eventType, VariantMap& eventData);
  72. /// Handle music volume slider change.
  73. void HandleMusicVolume(StringHash eventType, VariantMap& eventData);
  74. };