Files
test2/intern/audaspace/intern/AUD_SequencerFactory.h
Joerg Mueller 02d2472baa 3D Audio GSoC:
Code documentation.

Also:
* Fix: rlint for MSVC.
* Minor other small fixes/changes.
2011-08-16 13:00:55 +00:00

216 lines
5.3 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* Copyright 2009-2011 Jörg Hermann Müller
*
* This file is part of AudaSpace.
*
* Audaspace is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* AudaSpace is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Audaspace; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file audaspace/intern/AUD_SequencerFactory.h
* \ingroup audaspaceintern
*/
#ifndef AUD_SEQUENCERFACTORY
#define AUD_SEQUENCERFACTORY
#include "AUD_IFactory.h"
#include "AUD_AnimateableProperty.h"
#include <list>
#include <pthread.h>
class AUD_SequencerEntry;
/**
* This factory represents sequenced entries to play a sound scene.
*/
class AUD_SequencerFactory : public AUD_IFactory
{
friend class AUD_SequencerReader;
private:
/// The target specification.
AUD_Specs m_specs;
/// The status of the factory. Changes every time a non-animated parameter changes.
int m_status;
/// The entry status. Changes every time an entry is removed or added.
int m_entry_status;
/// The next unused ID for the entries.
int m_id;
/// The sequenced entries.
std::list<AUD_Reference<AUD_SequencerEntry> > m_entries;
/// Whether the whole scene is muted.
bool m_muted;
/// The FPS of the scene.
float m_fps;
/// Speed of Sound.
float m_speed_of_sound;
/// Doppler factor.
float m_doppler_factor;
/// Distance model.
AUD_DistanceModel m_distance_model;
/// The animated volume.
AUD_AnimateableProperty m_volume;
/// The animated listener location.
AUD_AnimateableProperty m_location;
/// The animated listener orientation.
AUD_AnimateableProperty m_orientation;
/// The mutex for locking.
pthread_mutex_t m_mutex;
// hide copy constructor and operator=
AUD_SequencerFactory(const AUD_SequencerFactory&);
AUD_SequencerFactory& operator=(const AUD_SequencerFactory&);
public:
/**
* Creates a new sound scene.
* \param specs The output audio data specification.
* \param fps The FPS of the scene.
* \param muted Whether the whole scene is muted.
*/
AUD_SequencerFactory(AUD_Specs specs, float fps, bool muted);
~AUD_SequencerFactory();
/**
* Locks the factory.
*/
void lock();
/**
* Unlocks the previously locked factory.
*/
void unlock();
/**
* Sets the audio output specification.
* \param specs The new specification.
*/
void setSpecs(AUD_Specs specs);
/**
* Sets the scene's FPS.
* \param fps The new FPS.
*/
void setFPS(float fps);
/**
* Sets the muting state of the scene.
* \param muted Whether the scene is muted.
*/
void mute(bool muted);
/**
* Retrieves the muting state of the scene.
* \return Whether the scene is muted.
*/
bool getMute() const;
/**
* Retrieves the speed of sound.
* This value is needed for doppler effect calculation.
* \return The speed of sound.
*/
float getSpeedOfSound() const;
/**
* Sets the speed of sound.
* This value is needed for doppler effect calculation.
* \param speed The new speed of sound.
*/
void setSpeedOfSound(float speed);
/**
* Retrieves the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \return The doppler factor.
*/
float getDopplerFactor() const;
/**
* Sets the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \param factor The new doppler factor.
*/
void setDopplerFactor(float factor);
/**
* Retrieves the distance model.
* \return The distance model.
*/
AUD_DistanceModel getDistanceModel() const;
/**
* Sets the distance model.
* \param model distance model.
*/
void setDistanceModel(AUD_DistanceModel model);
/**
* Retrieves one of the animated properties of the factory.
* \param type Which animated property to retrieve.
* \return A pointer to the animated property, valid as long as the
* factory is.
*/
AUD_AnimateableProperty* getAnimProperty(AUD_AnimateablePropertyType type);
/**
* Adds a new entry to the scene.
* \param sound The sound this entry should play.
* \param begin The start time.
* \param end The end time or a negative value if determined by the sound.
* \param skip How much seconds should be skipped at the beginning.
* \return The entry added.
*/
AUD_Reference<AUD_SequencerEntry> add(AUD_Reference<AUD_IFactory> sound, float begin, float end, float skip);
/**
* Removes an entry from the scene.
* \param entry The entry to remove.
*/
void remove(AUD_Reference<AUD_SequencerEntry> entry);
/**
* Creates a new reader with high quality resampling.
* \return The new reader.
*/
AUD_Reference<AUD_IReader> createQualityReader();
virtual AUD_Reference<AUD_IReader> createReader();
};
#endif //AUD_SEQUENCERFACTORY