90 строки
3.6 KiB
C++
90 строки
3.6 KiB
C++
//
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// Copyright (c) 2008-2014 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "SoundSource.h"
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namespace Urho3D
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{
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class Audio;
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/// %Sound source component with three-dimensional position.
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class URHO3D_API SoundSource3D : public SoundSource
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{
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OBJECT(SoundSource3D);
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public:
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/// Construct.
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SoundSource3D(Context* context);
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/// Register object factory.
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static void RegisterObject(Context* context);
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/// Visualize the component as debug geometry.
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virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
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/// Update sound source.
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virtual void Update(float timeStep);
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/// Set attenuation parameters.
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void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
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/// Set angle attenuation parameters.
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void SetAngleAttenuation(float innerAngle, float outerAngle);
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/// Set near distance. Inside this range sound will not be attenuated.
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void SetNearDistance(float distance);
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/// Set far distance. Outside this range sound will be completely attenuated.
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void SetFarDistance(float distance);
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/// Set inner angle in degrees. Inside this angle sound will not be attenuated.By default 360, meaning direction never has an effect.
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void SetInnerAngle(float angle);
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/// Set outer angle in degrees. Outside this angle sound will be completely attenuated. By default 360, meaning direction never has an effect.
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void SetOuterAngle(float angle);
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/// Set rolloff power factor, defines attenuation function shape.
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void SetRolloffFactor(float factor);
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/// Calculate attenuation and panning based on current position and listener position.
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void CalculateAttenuation();
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/// Return near distance.
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float GetNearDistance() const { return nearDistance_; }
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/// Return far distance.
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float GetFarDistance() const { return farDistance_; }
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/// Return inner angle in degrees.
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float GetInnerAngle() const { return innerAngle_; }
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/// Return outer angle in degrees.
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float GetOuterAngle() const { return outerAngle_; }
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/// Return rolloff power factor.
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float RollAngleoffFactor() const { return rolloffFactor_; }
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protected:
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/// Near distance.
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float nearDistance_;
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/// Far distance.
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float farDistance_;
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/// Inner angle for directional attenuation.
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float innerAngle_;
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/// Outer angle for directional attenuation.
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float outerAngle_;
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/// Rolloff power factor.
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float rolloffFactor_;
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};
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}
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