struct SimpleSoundSpec
{
- SimpleSoundSpec(const std::string &name = "", float gain = 1.0, float fade = 0.0)
- : name(name), gain(gain), fade(fade)
+ SimpleSoundSpec(const std::string &name = "", float gain = 1.0f,
+ float fade = 0.0f, float pitch = 1.0f)
+ : name(name), gain(gain), fade(fade), pitch(pitch)
{
}
bool exists() const { return name != ""; }
- std::string name;
- float gain;
- float fade;
+ std::string name = "";
+ float gain = 1.0f;
+ float fade = 0.0f;
+ float pitch = 1.0f;
};
class ISoundManager
// 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,
- float fade = 0) = 0;
- virtual int playSoundAt(const std::string &name, bool loop, float volume,
- v3f pos) = 0;
+ float fade = 0.0f, float pitch = 1.0f) = 0;
+ virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
+ float pitch = 1.0f) = 0;
virtual void stopSound(int sound) = 0;
virtual bool soundExists(int sound) = 0;
virtual void updateSoundPosition(int sound, v3f pos) = 0;
int playSound(const SimpleSoundSpec &spec, bool loop)
{
- return playSound(spec.name, loop, spec.gain, spec.fade);
+ return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch);
}
int playSoundAt(const SimpleSoundSpec &spec, bool loop, v3f pos)
{
- return playSoundAt(spec.name, loop, spec.gain, pos);
+ return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch);
}
};
}
void updateListener(v3f pos, v3f vel, v3f at, v3f up) {}
void setListenerGain(float gain) {}
- int playSound(const std::string &name, bool loop, float volume, float fade)
+ int playSound(const std::string &name, bool loop, float volume, float fade,
+ float pitch)
{
return 0;
}
- int playSoundAt(const std::string &name, bool loop, float volume, v3f pos)
+ int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
+ float pitch)
{
return 0;
}
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) { }
+ void step(float dtime) {}
+ void fadeSound(int sound, float step, float gain) {}
};
// Global DummySoundManager singleton