/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_SOUNDSOURCE_H #define HPL_SOUNDSOURCE_H #include "common/list.h" #include "hpl1/engine/scene/Entity2D.h" #include "hpl1/engine/system/SystemTypes.h" class TiXmlElement; namespace hpl { class cSound; class iSoundChannel; class cSoundSource : public iEntity2D { public: cSoundSource(const tString &asName, const tString &asSoundName, cSound *apSound, bool abVolatile); ~cSoundSource(); tString GetEntityType() { return "SoundSource"; } void UpdateLogic(float afTimeStep); bool LoadData(TiXmlElement *apRootElem); bool IsDead(); void SetInterval(int alX) { mlInterval = alX; } void SetLoop(bool abX) { mbLoop = abX; } void SetRelative(bool abX) { mbRelative = abX; } void SetMaxDist(float afX) { mfMaxDist = afX; } void SetMinDist(float afX) { mfMinDist = afX; } void SetRandom(int alX) { mlRandom = alX; } void SetVolume(float afX) { mfVolume = afX; } iSoundChannel *GetSoundChannel() { return mpSoundChannel; } const cRect2f &GetBoundingBox(); bool UpdateBoundingBox(); void Stop(); private: cSound *mpSound; bool mbVolatile; int mlInterval; bool mbLoop; bool mbRelative; float mfMaxDist; float mfMinDist; int mlRandom; tString msSoundName; float mfVolume; int mlCounter; bool mbPlaying; iSoundChannel *mpSoundChannel; void Play(); }; typedef Common::List tSoundSourceList; typedef tSoundSourceList::iterator tSoundSourceListIt; } // namespace hpl #endif // HPL_SOUNDSOURCE_H