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OpenAL implementation for the module audio.
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/*
* This file is part of the Yildiz-Engine project, licenced under the MIT License (MIT)
*
* Copyright (c) 2019 Grégory Van den Borre
*
* More infos available: https://engine.yildiz-games.be
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
* documentation files (the "Software"), to deal in the Software without restriction, including without
* limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
* OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef YZ_SOUND_SOURCE_H
#define YZ_SOUND_SOURCE_H
#include "yz_openal_Buffer.hpp"
#include "yz_openal_Exception.hpp"
#include "stdafx.h"
#include "NativeMovable.hpp"
#include
namespace yz {
namespace openal {
/**
* @author Grégory Van den Borre
*/
class SoundSource : public NativeMovableComponent {
public:
/**
* Constructor, initialize the sound from a shared buffer.
* @param buffer Buffer containing the sound data.
*/
SoundSource(yz::openal::Buffer* buffer);
/**
* Destructor.
*/
~SoundSource();
bool play();
/**
* The source will restart playing when finished.
*/
inline void loop() {
LOG_FUNCTION
alSourcei(this->source, AL_LOOPING, AL_TRUE);
}
inline virtual void setPosition(const float x, const float y, const float z) {
LOG_FUNCTION
alSource3f(this->source, AL_POSITION, x, y, z);
this->movable->setPosition(x, y, z);
}
inline virtual void setDirection(const float x, const float y, const float z) {
LOG_FUNCTION
alSource3f(this->source, AL_DIRECTION, x, y, z);
this->movable->setDirection(x, y, z);
}
inline virtual void setOrientation(const float x, const float y, const float z, const float w) {
}
inline virtual void addMovableComponent(NativeMovableComponent* c) {
LOG_FUNCTION
this->movable->addComponent(c);
}
inline virtual void removeMovableComponent(NativeMovableComponent* c) {
LOG_FUNCTION
this->movable->removeComponent(c);
}
inline void setGain(float gain) {
LOG_FUNCTION
alSourcef(this->source, AL_GAIN, gain);
}
inline void rewind() {
LOG_FUNCTION
alSourceRewind(this->source);
}
bool isPlaying();
void stop();
private :
static int const BUFFER_NUMBER = 3;
yz::openal::Buffer* buffer;
ALuint source;
yz::NativeMovable* movable;
void empty();
/**
* Check openAl state if an error occurred.
* @throw An OpenAlException if an error occurred.
*/
inline void check() {
LOG_FUNCTION
int error = alGetError();
if(error != AL_NO_ERROR) {
throw yz::openal::Exception(error);
}
}
};
}
}
#endif