struct SimpleSoundSpec
{
- SimpleSoundSpec(const std::string &name = "", float gain = 1.0) :
- name(name),
- gain(gain)
- {}
+ SimpleSoundSpec(const std::string &name = "", float gain = 1.0, float fade = 0.0)
+ : name(name), gain(gain), fade(fade)
+ {
+ }
bool exists() const { return name != ""; }
std::string name;
float gain;
+ float fade;
};
class ISoundManager
{
public:
virtual ~ISoundManager() {}
-
// Multiple sounds can be loaded per name; when played, the sound
// should be chosen randomly from alternatives
// Return value determines success/failure
// playSound functions return -1 on failure, otherwise a handle to the
// sound. If name=="", call should be ignored without error.
- virtual int playSound(const std::string &name, bool loop, float volume) = 0;
+ virtual int playSound(const std::string &name, bool loop, float volume,
+ float fade = 0) = 0;
virtual int playSoundAt(
const std::string &name, bool loop, float volume, v3f pos) = 0;
virtual void stopSound(int sound) = 0;
virtual bool soundExists(int sound) = 0;
virtual void updateSoundPosition(int sound, v3f pos) = 0;
+ virtual bool updateSoundGain(int id, float gain) = 0;
+ virtual float getSoundGain(int id) = 0;
+ virtual void step(float dtime) = 0;
+ virtual void fadeSound(int sound, float step, float gain) = 0;
int playSound(const SimpleSoundSpec &spec, bool loop)
{
- return playSound(spec.name, loop, spec.gain);
+ return playSound(spec.name, loop, spec.gain, spec.fade);
}
int playSoundAt(const SimpleSoundSpec &spec, bool loop, v3f pos)
{
}
void updateListener(v3f pos, v3f vel, v3f at, v3f up) {}
void setListenerGain(float gain) {}
- int playSound(const std::string &name, bool loop, float volume) { return 0; }
+ int playSound(const std::string &name, bool loop, float volume, float fade)
+ {
+ return 0;
+ }
int playSoundAt(const std::string &name, bool loop, float volume, v3f pos)
{
return 0;
void stopSound(int sound) {}
bool soundExists(int sound) { return false; }
void updateSoundPosition(int sound, v3f pos) {}
+ bool updateSoundGain(int id, float gain) { return false; }
+ float getSoundGain(int id) { return 0; }
+ void step(float dtime) {}
+ void fadeSound(int sound, float step, float gain) {}
};
// Global DummySoundManager singleton