/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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 __SoundSourceComponent_H__ #define __SoundSourceComponent_H__ #include "appframework/component.h" #include "soundfeature/SoundFeature.h" #include "addons/resource/audiores.h" #if __ANDROID__ #include "addons/soundsystem/SoundSystemOpenSL.h" #endif namespace App { class SoundRes; struct SoundScheduledSource; class SoundSource : public Component { __DeclareSubClass(SoundSource, Component); public: SoundSource(); virtual ~SoundSource(); /// @Component::SetupCallbacks setup callbacks for this component, call by Actor in OnActivate() virtual void SetupCallbacks(); ///// @Component::_OnBeginFrame called called on begin of frame. virtual void _OnBeginFrame(); ///// @Component::_OnMoveAfter called after movement has happened. virtual void _OnMoveAfter(); /// called from Actor::ActivateComponents() virtual void OnActivate(); /// called from Actor::DeactivateComponents() virtual void OnDeactivate(); /// resource needed virtual void GetReferenceResourceId(Util::Array& list) const; void SetupAcceptedMessages(); void HandleMessage(const GPtr& msg); /// for script public: void Play(void); void Stop(void); void Pause(void); bool IsPlaying(void) const; bool IsPaused(void) const; bool GetLoop (void) const; void SetLoop (const bool loop); float GetVolume(void) const; void SetVolume(const float volume); bool GetMute(void) const; void SetMute(const bool mute); // set sound res bool Init(const Util::String &name, const bool &is3D = false); bool Is3D(void) const; bool Set3D(const bool &is3D); const Util::String& GetName(void) const; bool SetName(const Util::String &name, Resources::Priority priority = Resources::ResourcePriority::SoundDefault); uint GetLength(void) const; float GetPitch(void) const; void SetPitch(const float pitch); float GetPlayRate(void) const; void SetPlayRate(const float playRate); float GetSpread(void) const; void SetSpread(float spread); float GetPan() const; void SetPan(float pan); float GetMinDistance() const; void SetMinDistance(float minDistance); float GetMaxDistance() const; void SetMaxDistance(float maxDistance); RolloffMode GetRolloffMode() const; void SetRolloffMode(RolloffMode mode); int GetDecompressFlag(void) const; void SetDecompressFlag(const int flag); uint GetPosition (void)const; void SetPosition(uint position); float GetDopplerLevel(void) const; void SetDopplerLevel (float level); int GetPriority() const; void SetPriority(int priority); bool IsSteamed() const; void SetSteamed(bool b); bool IsDecompress() const; void SetDecompress(bool b); bool IsCompressed() const; void SetCompressed(bool b); bool IsStatistics() const; void SetStatistics(bool b); void SetSoundDirty(bool bDirty); public: void AssignInfo(void); void UpdateSoundInfo (); //void SetSoundRes(const GPtr &res); SoundRes* GetSoundRes() const {return mSoundRes; } Sound::SoundSystemSource* GetSoundSystemSource() const {return mSoundSystemSource; } GPtr GetAudioRes()const {return mAudioRes;} // to control function void SetDirty(void); void ClearDirty(void); void SetDirtyIndex(const int dirtyValue); bool IsDirty() const { return mDirtyIndex != 0; } int GetDirtyIndex() { return mDirtyIndex; } bool GetPlayOnActive() const { return mPlayOnActive; } void SetPlayOnActive(const bool playOnActive); void AttachFilters(); // Serialization public: // @ISerialization::GetVersion. when change storage, must add SerializeVersion count virtual Version GetVersion() const; // @ISerialization::Load virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( AppWriter* pWriter ) const; // copy from other component virtual void CopyFrom( const GPtr& pComponent ); protected: virtual void OnDestroy(); private: Sound::SoundSystemSource* mSoundSystemSource; GPtr mSoundRes; GPtr mAudioRes; bool mPlayOnActive; int mDirtyIndex; bool mIsSoundDirty; bool mStreamed; bool mCompressed; bool mDecompress; bool mStatistics; SoundSouceInfo mSoundInfo; //Math::vector mLatestPos; /** * backward compatibility props **/ bool mIsSetPlay; // 消息存根队列 typedef Util::List > SoundStubList; SoundStubList mAsynSoundQueue; #if __ANDROID__ Sound::SoundData mSoundData; #endif }; } #endif //__SoundSourceComponent_H__