Files
test/extern/audaspace/src/sequence/SequenceHandle.h
Jörg Müller 986267300b Audaspace: Moving audaspace 1.3 into extern.
Deleting the old internal audaspace.

Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
 - Most requested: Play self generated sounds using numpy arrays.
 - For games: Sound list, random sounds and dynamic music.
 - Writing sounds to files.
 - Sequencing API.
 - Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
2017-08-18 08:24:12 +02:00

118 lines
2.9 KiB
C++

/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
#include "Audaspace.h"
#include <memory>
AUD_NAMESPACE_BEGIN
class ReadDevice;
class IHandle;
class I3DHandle;
class SequenceEntry;
/**
* Represents a playing sequenced entry.
*/
class SequenceHandle
{
private:
/// The entry this handle belongs to.
std::shared_ptr<SequenceEntry> m_entry;
/// The handle in the read device.
std::shared_ptr<IHandle> m_handle;
/// The 3D handle in the read device.
std::shared_ptr<I3DHandle> m_3dhandle;
/// Whether the sound is playable.
bool m_valid;
/// The last read status from the entry.
int m_status;
/// The last position status from the entry.
int m_pos_status;
/// The last sound status from the entry.
int m_sound_status;
/// The read device this handle is played on.
ReadDevice& m_device;
// delete copy constructor and operator=
SequenceHandle(const SequenceHandle&) = delete;
SequenceHandle& operator=(const SequenceHandle&) = delete;
/**
* Starts playing back the handle.
*/
void start();
/**
* Updates the handle state depending on position.
* \param position Current playback position in seconds.
* \return Whether the handle is valid.
*/
bool updatePosition(float position);
public:
/**
* Creates a new sequenced handle.
* \param entry The entry this handle plays.
* \param device The read device to play on.
*/
SequenceHandle(std::shared_ptr<SequenceEntry> entry, ReadDevice& device);
/**
* Destroys the handle.
*/
~SequenceHandle();
/**
* Compares whether this handle is playing the same entry as supplied.
* \param entry The entry to compare to.
* \return Whether the entries ID is smaller, equal or bigger.
*/
int compare(std::shared_ptr<SequenceEntry> entry) const;
/**
* Stops playing back the handle.
*/
void stop();
/**
* Updates the handle for playback.
* \param position The current time during playback.
* \param frame The current frame during playback.
* \param fps The animation frames per second.
*/
void update(float position, float frame, float fps);
/**
* Seeks the handle to a specific time position.
* \param position The time to seek to.
* \return Whether the handle is valid.
*/
bool seek(float position);
};
AUD_NAMESPACE_END