nomlib
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PlayAudioSource.hpp
1/******************************************************************************
2
3 nomlib - C++11 cross-platform game engine
4
5Copyright (c) 2013, 2014, 2015, 2016 Jeffrey 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_PLAY_AUDIO_SOURCE_HPP
30#define NOMLIB_ACTIONS_PLAY_AUDIO_SOURCE_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;
44
45} // namespace audio
46
48// TODO: Update comments!
49class PlayAudioSource: public virtual IActionObject
50{
51 public:
53 friend class ActionTest;
54
55 typedef PlayAudioSource self_type;
56
59 PlayAudioSource(audio::IOAudioEngine* dev, const char* filename);
60
62 // PlayAudioSource(audio::IOAudioEngine* dev, audio::SoundBuffer* buffer);
63
66
67 virtual std::unique_ptr<IActionObject> clone() const override;
68
69 virtual IActionObject::FrameState next_frame(real32 delta_time) override;
70
71 virtual IActionObject::FrameState prev_frame(real32 delta_time) override;
72
73 virtual void pause(real32 delta_time) override;
74
78 virtual void resume(real32 delta_time) override;
79
80 virtual void rewind(real32 delta_time) override;
81
82 virtual void release() override;
83
84 private:
85 static const char* DEBUG_CLASS_NAME;
86
88 IActionObject::FrameState update(real32 t, uint8 b, int16 c, real32 d);
89
90 void first_frame(real32 delta_time);
91 void last_frame(real32 delta_time);
92
94 // real32 initial_volume_;
95
97 // const real32 total_displacement_;
98
99 nom::size_type curr_frame_ = 0;
100
101 audio::IOAudioEngine* impl_ = nullptr;
102
103 audio::ISoundFileReader* fp_ = nullptr;
104
105 typedef std::vector<audio::SoundBuffer*> audio_buffers;
106 audio_buffers::iterator current_buffer_;
107 audio_buffers audible_;
108
109 uint32 input_pos_ = 0;
110};
111
112} // namespace nom
113
114#endif // include guard defined
FrameState
The update status of the action.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
virtual void resume(real32 delta_time) override
Resume logic for the animation object.
virtual void release() override
Free externally referenced resources held by the action.
IActionObject::FrameState update(real32 t, uint8 b, int16 c, real32 d)
Execute the alpha blending logic for the animation.
friend class ActionTest
Allow access into our private parts for unit testing.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
virtual std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
virtual ~PlayAudioSource()
Construct the action from a pre-initialized audio buffer.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
nom::size_type curr_frame_
The initial alpha blending value.
PlayAudioSource(audio::IOAudioEngine *dev, const char *filename)
Default constructor; create the action from an audio file on disk.
Abstract base class for an instance of the audio hardware interface.