1 // soundmgr.hxx -- Sound effect management class
3 // Sound manager initially written by David Findlay
4 // <david_j_findlay@yahoo.com.au> 2001
6 // C++-ified by Curtis Olson, started March 2001.
8 // Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org
10 // This program is free software; you can redistribute it and/or
11 // modify it under the terms of the GNU General Public License as
12 // published by the Free Software Foundation; either version 2 of the
13 // License, or (at your option) any later version.
15 // This program is distributed in the hope that it will be useful, but
16 // WITHOUT ANY WARRANTY; without even the implied warranty of
17 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 // General Public License for more details.
20 // You should have received a copy of the GNU General Public License
21 // along with this program; if not, write to the Free Software
22 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
34 #include <simgear/compiler.h>
42 #include <simgear/timing/timestamp.hxx>
48 // manages everything we need to know for an individual sound sample
52 slEnvelope *pitch_envelope;
53 slEnvelope *volume_envelope;
59 FGSimpleSound( string file );
60 FGSimpleSound( unsigned char *buffer, int len );
63 inline double get_pitch() const { return pitch; }
64 inline void set_pitch( double p ) {
66 pitch_envelope->setStep( 0, 0.01, pitch );
68 inline double get_volume() const { return volume; }
69 inline void set_volume( double v ) {
71 volume_envelope->setStep( 0, 0.01, volume );
74 inline slSample *get_sample() { return sample; }
75 inline slEnvelope *get_pitch_envelope() { return pitch_envelope; }
76 inline slEnvelope *get_volume_envelope() { return volume_envelope; }
80 typedef map < string, FGSimpleSound * > sound_map;
81 typedef sound_map::iterator sound_map_iterator;
82 typedef sound_map::const_iterator const_sound_map_iterator;
87 slScheduler *audio_sched;
99 // initialize the sound manager
102 // run the audio scheduler
106 inline bool is_working() const { return !audio_sched->not_working(); }
108 // add a sound effect, return true if successful
109 bool add( FGSimpleSound *sound, const string& refname );
111 // remove a sound effect, return true if successful
112 bool remove( const string& refname );
114 // return true of the specified sound exists in the sound manager system
115 bool exists( const string& refname );
117 // return a pointer to the FGSimpleSound if the specified sound
118 // exists in the sound manager system, otherwise return NULL
119 FGSimpleSound *find( const string& refname );
121 // tell the scheduler to play the indexed sample in a continuous
123 bool play_looped( const string& refname );
125 // tell the scheduler to play the indexed sample once
126 bool play_once( const string& refname );
128 // return true of the specified sound is currently being played
129 bool is_playing( const string& refname );
131 // immediate stop playing the sound
132 bool stop( const string& refname );
136 #endif // _SOUNDMGR_HXX