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* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
* reorganized stuffPerttu Ahola2011-06-26
* Reduced the CPU usage of the sent block selector algorithmPerttu Ahola2011-05-31
* Added the ability to change your password (via pause menu)Ciaran Gultnieks2011-05-22
* Code refactoring; split half of main.cpp to game.cpp.Perttu Ahola2011-04-23
* Removed IrrlichtWrapperPerttu Ahola2011-04-22
* fully working i guessPerttu Ahola2011-02-11
* work-in-progress texture atlas optimizationPerttu Ahola2011-02-10
* organizing stuff.Perttu Ahola2010-12-21
* framework for modifying texturesPerttu Ahola2010-12-20
* added dedicated server build without irrlichtPerttu Ahola2010-12-19
* in before messing with face drawing orientationPerttu Ahola2010-12-14
* working nicelyPerttu Ahola2010-12-13
* license stuff (more to come)Perttu Ahola2010-11-29
* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
* Working version before block send priorization updatePerttu Ahola2010-11-27
* Initial filesPerttu Ahola2010-11-27
include <string> #include "irrlichttypes_bloated.h" class OnDemandSoundFetcher { public: virtual void fetchSounds(const std::string &name, std::set<std::string> &dst_paths, std::set<std::string> &dst_datas) = 0; }; struct SimpleSoundSpec { SimpleSoundSpec(const std::string &name = "", float gain = 1.0f, float fade = 0.0f, float pitch = 1.0f) : name(name), gain(gain), fade(fade), pitch(pitch) { } bool exists() const { return !name.empty(); } std::string name = ""; float gain = 1.0f; float fade = 0.0f; float pitch = 1.0f; }; class ISoundManager { public: virtual ~ISoundManager() = default; // Multiple sounds can be loaded per name; when played, the sound // should be chosen randomly from alternatives // Return value determines success/failure virtual bool loadSoundFile( const std::string &name, const std::string &filepath) = 0; virtual bool loadSoundData( const std::string &name, const std::string &filedata) = 0; virtual void updateListener(v3f pos, v3f vel, v3f at, v3f up) = 0; virtual void setListenerGain(float gain) = 0; // playSound functions return -1 on failure, otherwise a handle to the // sound. If name=="", call should be ignored without error. virtual int playSound(const std::string &name, bool loop, float volume, float fade = 0.0f, float pitch = 1.0f) = 0; virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos, float pitch = 1.0f) = 0; virtual void stopSound(int sound) = 0; virtual bool soundExists(int sound) = 0; virtual void updateSoundPosition(int sound, v3f pos) = 0; virtual bool updateSoundGain(int id, float gain) = 0; virtual float getSoundGain(int id) = 0; virtual void step(float dtime) = 0; virtual void fadeSound(int sound, float step, float gain) = 0; int playSound(const SimpleSoundSpec &spec, bool loop) { return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch); } int playSoundAt(const SimpleSoundSpec &spec, bool loop, const v3f &pos) { return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch); } }; class DummySoundManager : public ISoundManager { public: virtual bool loadSoundFile(const std::string &name, const std::string &filepath) { return true; } virtual bool loadSoundData(const std::string &name, const std::string &filedata) { return true; } void updateListener(v3f pos, v3f vel, v3f at, v3f up) {} void setListenerGain(float gain) {} int playSound(const std::string &name, bool loop, float volume, float fade, float pitch) { return 0; } int playSoundAt(const std::string &name, bool loop, float volume, v3f pos, float pitch) { return 0; } void stopSound(int sound) {} bool soundExists(int sound) { return false; } void updateSoundPosition(int sound, v3f pos) {} bool updateSoundGain(int id, float gain) { return false; } float getSoundGain(int id) { return 0; } void step(float dtime) {} void fadeSound(int sound, float step, float gain) {} }; // Global DummySoundManager singleton extern DummySoundManager dummySoundManager;