Remove implementation details from C4SoundSystem.h

This eliminates the need to include Audio toolkit headers from there.
issue1247
Günther Brammer 2015-01-03 22:01:08 +01:00
parent 69f8ca27ec
commit 86842da9bd
3 changed files with 69 additions and 73 deletions

View File

@ -17,6 +17,7 @@
#define INC_C4SoundLoaders
#include <vector>
#include <C4SoundIncludes.h>
#include <C4SoundSystem.h>
namespace C4SoundLoaders

View File

@ -26,12 +26,70 @@
#include <C4Config.h>
#include <C4Application.h>
#include <C4Viewport.h>
#include <C4SoundIncludes.h>
#include <C4SoundLoaders.h>
#if AUDIO_TK == AUDIO_TK_SDL_MIXER
#define USE_RWOPS
#include <SDL_mixer.h>
#endif
class C4SoundEffect
{
friend class C4SoundInstance;
public:
C4SoundEffect();
~C4SoundEffect();
public:
char Name[C4MaxSoundName+1];
int32_t Instances;
int32_t SampleRate, Length;
C4SoundHandle pSample;
C4SoundInstance *FirstInst;
C4SoundEffect *Next;
public:
void Clear();
bool Load(const char *szFileName, C4Group &hGroup);
bool Load(BYTE *pData, size_t iDataLen, bool fRaw=false); // load directly from memory
void Execute();
C4SoundInstance *New(bool fLoop = false, int32_t iVolume = 100, C4Object *pObj = NULL, int32_t iCustomFalloffDistance = 0);
C4SoundInstance *GetInstance(C4Object *pObj);
void ClearPointers(C4Object *pObj);
int32_t GetStartedInstanceCount(int32_t iX, int32_t iY, int32_t iRad); // local
int32_t GetStartedInstanceCount(); // global
protected:
void AddInst(C4SoundInstance *pInst);
void RemoveInst(C4SoundInstance *pInst);
};
class C4SoundInstance
{
friend class C4SoundEffect;
protected:
C4SoundInstance();
public:
~C4SoundInstance();
protected:
C4SoundEffect *pEffect;
int32_t iVolume, iPan, iChannel;
C4TimeMilliseconds tStarted;
int32_t iNearInstanceMax;
bool fLooping;
C4Object *pObj;
int32_t iFalloffDistance;
C4SoundInstance *pNext;
public:
C4Object *getObj() const { return pObj; }
bool isStarted() const { return iChannel != -1; }
void Clear();
bool Create(C4SoundEffect *pEffect, bool fLoop = false, int32_t iVolume = 100, C4Object *pObj = NULL, int32_t iNearInstanceMax = 0, int32_t iFalloffDistance = 0);
bool CheckStart();
bool Start();
bool Stop();
bool Playing();
void Execute();
void SetVolume(int32_t inVolume) { iVolume = inVolume; }
void SetPan(int32_t inPan) { iPan = inPan; }
void SetVolumeByPos(int32_t x, int32_t y);
void SetObj(C4Object *pnObj) { pObj = pnObj; }
void ClearPointers(C4Object *pObj);
bool Inside(int32_t iX, int32_t iY, int32_t iRad);
};
using namespace C4SoundLoaders;

View File

@ -21,7 +21,6 @@
#define INC_C4SoundSystem
#include <C4Group.h>
#include <C4SoundIncludes.h>
const int32_t
C4MaxSoundName=100,
@ -29,73 +28,11 @@ const int32_t
C4NearSoundRadius=50,
C4AudibilityRadius=700;
class C4Object;
class C4SoundInstance;
class C4SoundEffect
{
friend class C4SoundInstance;
public:
C4SoundEffect();
~C4SoundEffect();
public:
char Name[C4MaxSoundName+1];
int32_t Instances;
int32_t SampleRate, Length;
C4SoundHandle pSample;
C4SoundInstance *FirstInst;
C4SoundEffect *Next;
public:
void Clear();
bool Load(const char *szFileName, C4Group &hGroup);
bool Load(BYTE *pData, size_t iDataLen, bool fRaw=false); // load directly from memory
void Execute();
C4SoundInstance *New(bool fLoop = false, int32_t iVolume = 100, C4Object *pObj = NULL, int32_t iCustomFalloffDistance = 0);
C4SoundInstance *GetInstance(C4Object *pObj);
void ClearPointers(C4Object *pObj);
int32_t GetStartedInstanceCount(int32_t iX, int32_t iY, int32_t iRad); // local
int32_t GetStartedInstanceCount(); // global
protected:
void AddInst(C4SoundInstance *pInst);
void RemoveInst(C4SoundInstance *pInst);
};
class C4SoundInstance
{
friend class C4SoundEffect;
protected:
C4SoundInstance();
public:
~C4SoundInstance();
protected:
C4SoundEffect *pEffect;
int32_t iVolume, iPan, iChannel;
C4TimeMilliseconds tStarted;
int32_t iNearInstanceMax;
bool fLooping;
C4Object *pObj;
int32_t iFalloffDistance;
C4SoundInstance *pNext;
public:
C4Object *getObj() const { return pObj; }
bool isStarted() const { return iChannel != -1; }
void Clear();
bool Create(C4SoundEffect *pEffect, bool fLoop = false, int32_t iVolume = 100, C4Object *pObj = NULL, int32_t iNearInstanceMax = 0, int32_t iFalloffDistance = 0);
bool CheckStart();
bool Start();
bool Stop();
bool Playing();
void Execute();
void SetVolume(int32_t inVolume) { iVolume = inVolume; }
void SetPan(int32_t inPan) { iPan = inPan; }
void SetVolumeByPos(int32_t x, int32_t y);
void SetObj(C4Object *pnObj) { pObj = pnObj; }
void ClearPointers(C4Object *pObj);
bool Inside(int32_t iX, int32_t iY, int32_t iRad);
};
const int32_t SoundUnloadTime=60, SoundMaxUnloadSize=100000;
class C4SoundInstance;
class C4SoundEffect;
class C4SoundSystem
{
public:
@ -116,9 +53,9 @@ protected:
int32_t RemoveEffect(const char *szFilename);
};
class C4SoundInstance *StartSoundEffect(const char *szSndName, bool fLoop = false, int32_t iVolume = 100, C4Object *pObj=NULL, int32_t iCustomFalloffDistance=0);
class C4SoundInstance *StartSoundEffectAt(const char *szSndName, int32_t iX, int32_t iY, int32_t iVolume = 100, int32_t iCustomFallofDistance=0);
class C4SoundInstance *GetSoundInstance(const char *szSndName, C4Object *pObj);
C4SoundInstance *StartSoundEffect(const char *szSndName, bool fLoop = false, int32_t iVolume = 100, C4Object *pObj=NULL, int32_t iCustomFalloffDistance=0);
C4SoundInstance *StartSoundEffectAt(const char *szSndName, int32_t iX, int32_t iY, int32_t iVolume = 100, int32_t iCustomFallofDistance=0);
C4SoundInstance *GetSoundInstance(const char *szSndName, C4Object *pObj);
void StopSoundEffect(const char *szSndName, C4Object *pObj);
void SoundLevel(const char *szSndName, C4Object *pObj, int32_t iLevel);
void SoundPan(const char *szSndName, C4Object *pObj, int32_t iPan);