Files
2018-07-17 14:15:37 +02:00

87 lines
2.1 KiB
C++

#pragma once
#include "IAudioReference.h"
#include "sound_vector.h"
namespace audio {
class ISoundSource;
class ISound : public IAudioReference {
public:
virtual ~ISound();
ISound();
//Returns true if the sound is stopped, and cannot be played again.
virtual bool isStopped() const = 0;
//Returns true if the sound is playing
virtual bool isPlaying() const = 0;
//For streaming sources, buffers additional sound data (if necessary)
virtual void streamData() = 0;
//Pauses the sound
virtual void pause() = 0;
//Resumes the sound
virtual void resume() = 0;
//Changes the sound's current time stamp
virtual void seek(int timeMS) = 0;
virtual void setLooped(bool loop) = 0;
virtual bool isLooped() const = 0;
//Ends the sound. The sound may not be resumed from this state.
virtual void stop() = 0;
//Sets the sound's 3D Position. For 2D Sounds, this is in camera space.
virtual void setPosition(float x, float y, float z) = 0;
inline void setPosition(const snd_vec& pos) {
setPosition(pos.x, pos.y, pos.z);
}
//Sets the sound's 3D Velocity. For 2D Sounds, this is in camera space.
virtual void setVelocity(float x, float y, float z) = 0;
inline void setVelocity(const snd_vec& vel) {
setVelocity(vel.x, vel.y, vel.z);
}
virtual void setVolume(float volume) = 0;
//Pitch is a factor from 0.5 to 2.0, defaulting to 1.0
virtual void setPitch(float pitch) = 0;
virtual void setRolloff(float factor) = 0;
//Applies a low pass filter with a strength from 0 to 1 (none to max)
virtual void setLowPass(float strength) = 0;
//Returns the sound's position in the file
virtual int getPlayPosition() = 0;
virtual int getPlayLength() = 0;
inline void setIsPaused(bool paused) {
if(paused)
pause();
else
resume();
}
virtual void setMinDistance(float minDist) = 0;
virtual void setMaxDistance(float maxDist) = 0;
virtual void setPlayPosition(int timeMs) = 0;
//Returns the sound source used to create this sound.
//This pointer should not be dropped.
virtual const ISoundSource* getSoundSource() = 0;
};
};