//
// $Id$
+/**
+ * \file soundmgr.hxx
+ * Provides a sound manager class to keep track of
+ * multiple sounds and manage playing them with different effects and
+ * timings.
+ */
#ifndef _SG_SOUNDMGR_HXX
#define _SG_SOUNDMGR_HXX 1
SG_USING_STD(string);
-// manages everything we need to know for an individual sound sample
+/**
+ * manages everything we need to know for an individual sound sample
+ */
class SGSimpleSound {
private:
typedef sound_map::const_iterator const_sound_map_iterator;
+/**
+ * Manage a collection of SGSimpleSound instances
+ */
class SGSoundMgr
{
void resume ();
- // is audio working?
+ /**
+ * is audio working?
+ */
inline bool is_working() const { return !audio_sched->notWorking(); }
- // reinitialize the sound manager
+ /**
+ * reinitialize the sound manager
+ */
inline void reinit() { init(); }
- // add a sound effect, return true if successful
+ /**
+ * add a sound effect, return true if successful
+ */
bool add( SGSimpleSound *sound, const string& refname);
- // add a sound file, return the sample if successful, else return NULL
+ /**
+ * add a sound file, return the sample if successful, else return NULL
+ */
SGSimpleSound *add( const string& refname,
const char *path, const char *file = NULL );
- // remove a sound effect, return true if successful
+ /**
+ * remove a sound effect, return true if successful
+ */
bool remove( const string& refname );
- // return true of the specified sound exists in the sound manager system
+ /**
+ * return true of the specified sound exists in the sound manager system
+ */
bool exists( const string& refname );
- // return a pointer to the SGSimpleSound if the specified sound
- // exists in the sound manager system, otherwise return NULL
- SGSimpleSound *find( const string& refname );
+ /**
+ * return a pointer to the SGSimpleSound if the specified sound
+ * exists in the sound manager system, otherwise return NULL
+ */
+ SGSimpleSound *find( const string& refname );
- // tell the scheduler to play the indexed sample in a continuous
- // loop
+ /**
+ * tell the scheduler to play the indexed sample in a continuous
+ * loop
+ */
bool play_looped( const string& refname );
- // tell the scheduler to play the indexed sample once
+ /**
+ * tell the scheduler to play the indexed sample once
+ */
bool play_once( const string& refname );
- // return true of the specified sound is currently being played
+ /**
+ * return true of the specified sound is currently being played
+ */
bool is_playing( const string& refname );
- // immediate stop playing the sound
+ /**
+ * immediate stop playing the sound
+ */
bool stop( const string& refname );
- // return the audio scheduler
+ /**
+ * return the audio scheduler
+ */
inline slScheduler *get_scheduler( ) { return audio_sched; };
};