-
Notifications
You must be signed in to change notification settings - Fork 1
/
SoundSource3D.h
78 lines (64 loc) · 2.67 KB
/
SoundSource3D.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
//
// Copyright (c) 2008-2016 the Urho3D project.
//
// 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, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "../Audio/SoundSource.h"
//#include "soloud_audiosource.h"
namespace Urho3D
{
class Audio;
/// %Sound source component with three-dimensional position.
class URHO3D_API SoundSource3D : public SoundSource
{
URHO3D_OBJECT(SoundSource3D, SoundSource);
public:
/// Construct.
SoundSource3D(Context* context);
/// Register object factory.
static void RegisterObject(Context* context);
/// Visualize the component as debug geometry.
virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
/// Update sound source.
virtual void Update(float timeStep);
void Play(Sound* sound);
/// Set attenuation parameters.
void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
/// Set angle attenuation parameters.
void SetNearDistance(float distance);
/// Set far distance. Outside this range sound will be completely attenuated.
void SetFarDistance(float distance);
/// Set inner angle in degrees. Inside this angle sound will not be attenuated.By default 360, meaning direction never has an effect.
void SetRolloffFactor(float factor);
/// Return near distance.
float GetNearDistance() const { return nearDistance_; }
/// Return far distance.
float GetFarDistance() const { return farDistance_; }
/// Return rolloff power factor.
float RollAngleoffFactor() const { return rolloffFactor_; }
protected:
/// Near distance.
float nearDistance_;
/// Far distance.
float farDistance_;
/// Rolloff power factor.
float rolloffFactor_;
};
}