nomlib
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FadeAudioGainBy.hpp
1/******************************************************************************
2
3 nomlib - C++11 cross-platform game engine
4
5Copyright (c) 2013, 2014, 2015, 2016 Jeffrey Carpenter <i8degrees@gmail.com> Carpenter <i8degrees@gmail.com>
6All rights reserved.
7
8Redistribution and use in source and binary forms, with or without
9modification, are permitted provided that the following conditions are met:
10
111. Redistributions of source code must retain the above copyright notice, this
12 list of conditions and the following disclaimer.
132. Redistributions in binary form must reproduce the above copyright notice,
14 this list of conditions and the following disclaimer in the documentation
15 and/or other materials provided with the distribution.
16
17THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
18ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
21ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
26SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
28******************************************************************************/
29#ifndef NOMLIB_ACTIONS_FADE_AUDIO_GAIN_BY_HPP
30#define NOMLIB_ACTIONS_FADE_AUDIO_GAIN_BY_HPP
31
32#include <memory>
33
34#include "nomlib/config.hpp"
35#include "nomlib/actions/IActionObject.hpp"
36
37namespace nom {
38namespace audio {
39
40// Forward declarations
41class IOAudioEngine;
42struct SoundBuffer;
43
44} // namespace audio
45
47// TODO: Update comments!
48class FadeAudioGainBy: public virtual IActionObject
49{
50 public:
52 friend class ActionTest;
53
54 typedef FadeAudioGainBy self_type;
55
58 FadeAudioGainBy(audio::IOAudioEngine* dev, const char* filename,
59 real32 delta, real32 duration);
60
63 real32 delta, real32 duration);
64
67
68 virtual std::unique_ptr<IActionObject> clone() const override;
69
70 virtual IActionObject::FrameState next_frame(real32 delta_time) override;
71
72 virtual IActionObject::FrameState prev_frame(real32 delta_time) override;
73
74 virtual void pause(real32 delta_time) override;
75
79 virtual void resume(real32 delta_time) override;
80
81 virtual void rewind(real32 delta_time) override;
82
83 virtual void release() override;
84
85 private:
86 static const char* DEBUG_CLASS_NAME;
87
89 IActionObject::FrameState update(real32 t, uint8 b, int16 c, real32 d);
90
91 void first_frame(real32 delta_time);
92 void last_frame(real32 delta_time);
93
96
98 const real32 total_displacement_;
99
100 audio::IOAudioEngine* impl_ = nullptr;
101
104};
105
106} // namespace nom
107
108#endif // include guard defined
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
real32 initial_volume_
The initial alpha blending value.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
virtual ~FadeAudioGainBy()
Destructor.
virtual void resume(real32 delta_time) override
Resume logic for the animation object.
FadeAudioGainBy(audio::IOAudioEngine *dev, const char *filename, real32 delta, real32 duration)
Default constructor; create the action from an audio file on disk.
FadeAudioGainBy(audio::IOAudioEngine *dev, audio::SoundBuffer *buffer, real32 delta, real32 duration)
Construct the action from a pre-initialized audio buffer.
virtual std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
friend class ActionTest
Allow access into our private parts for unit testing.
const real32 total_displacement_
The total change in the alpha blending value.
IActionObject::FrameState update(real32 t, uint8 b, int16 c, real32 d)
Execute the alpha blending logic for the animation.
virtual void release() override
Free externally referenced resources held by the action.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
audio::SoundBuffer * audible_
The animation proxy object used to perform alpha blending on.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
FrameState
The update status of the action.
real32 duration() const
Get the duration of the action.
Abstract base class for an instance of the audio hardware interface.