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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #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.
- explicit SoundSource3D(Context* context);
- /// Register object factory.
- /// @nobind
- static void RegisterObject(Context* context);
- /// Visualize the component as debug geometry.
- void DrawDebugGeometry(DebugRenderer* debug, bool depthTest) override;
- /// Update sound source.
- void Update(float timeStep) override;
- /// 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.
- /// @property
- void SetNearDistance(float distance);
- /// Set far distance. Outside this range sound will be completely attenuated.
- /// @property
- 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.
- /// @property
- 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.
- /// @property
- void SetOuterAngle(float angle);
- /// Set rolloff power factor, defines attenuation function shape.
- /// @property
- void SetRolloffFactor(float factor);
- /// Calculate attenuation and panning based on current position and listener position.
- void CalculateAttenuation();
- /// Return near distance.
- /// @property
- float GetNearDistance() const { return nearDistance_; }
- /// Return far distance.
- /// @property
- float GetFarDistance() const { return farDistance_; }
- /// Return inner angle in degrees.
- /// @property
- float GetInnerAngle() const { return innerAngle_; }
- /// Return outer angle in degrees.
- /// @property
- float GetOuterAngle() const { return outerAngle_; }
- /// Return rolloff power factor.
- /// @property{get_rolloffFactor}
- 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_;
- };
- }
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