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GameSoundManager.h
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#ifndef RAGE_SOUNDS_H
#define RAGE_SOUNDS_H
#include "PlayerNumber.h"
class TimingData;
class RageSound;
struct lua_State;
int MusicThread_start( void *p );
/** @brief High-level sound utilities. */
class GameSoundManager
{
public:
GameSoundManager();
~GameSoundManager();
void Update( float fDeltaTime );
struct PlayMusicParams
{
PlayMusicParams()
{
pTiming = nullptr;
bForceLoop = false;
fStartSecond = 0;
fLengthSeconds = -1;
fFadeInLengthSeconds = 0;
fFadeOutLengthSeconds = 0;
bAlignBeat = true;
bApplyMusicRate = false;
}
std::string sFile;
const TimingData *pTiming;
bool bForceLoop;
float fStartSecond;
float fLengthSeconds;
float fFadeInLengthSeconds;
float fFadeOutLengthSeconds;
bool bAlignBeat;
bool bApplyMusicRate;
};
void PlayMusic( PlayMusicParams params, PlayMusicParams FallbackMusicParams = PlayMusicParams() );
void PlayMusic(
std::string sFile,
const TimingData *pTiming = nullptr,
bool force_loop = false,
float start_sec = 0,
float length_sec = -1,
float fFadeInLengthSeconds = 0,
float fade_len = 0,
bool align_beat = true,
bool bApplyMusicRate = false );
void StopMusic() { PlayMusic(""); }
void DimMusic( float fVolume, float fDurationSeconds );
std::string GetMusicPath() const;
void Flush();
void PlayOnce( std::string sPath );
void PlayOnceFromDir( std::string sDir );
void PlayOnceFromAnnouncer( std::string sFolderName );
void HandleSongTimer( bool on=true );
float GetFrameTimingAdjustment( float fDeltaTime );
static float GetPlayerBalance( PlayerNumber pn );
// Lua
void PushSelf( lua_State *L );
};
extern GameSoundManager *SOUND;
#endif
/*
* Copyright (c) 2003-2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/