Magic_Game/src/kiwano-audio/SoundPlayer.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// 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
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#include <kiwano/core/ObjectBase.h>
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#include <kiwano-audio/Sound.h>
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namespace kiwano
{
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namespace audio
{
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KGE_DECLARE_SMART_PTR(SoundPlayer);
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/**
* \addtogroup Audio
* @{
*/
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ƶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
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class KGE_API SoundPlayer
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: public virtual ObjectBase
{
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public:
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SoundPlayer();
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~SoundPlayer();
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/// \~chinese
/// @brief <20><><EFBFBD>ر<EFBFBD><D8B1><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>ļ<EFBFBD>
/// @param file_path <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7>
/// @return <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
size_t Load(String const& file_path);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5>Դ
/// @param res <20><>Ƶ<EFBFBD><C6B5>Դ
/// @return <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
size_t Load(Resource const& res);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ
/// @param id <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
/// @param loop_count <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1 Ϊѭ<CEAA><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Play(size_t id, int loop_count = 0);
/// \~chinese
/// @brief <20><>ͣ<EFBFBD><CDA3>Ƶ
/// @param id <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
void Pause(size_t id);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ
/// @param id <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
void Resume(size_t id);
/// \~chinese
/// @brief ֹͣ<CDA3><D6B9>Ƶ
/// @param id <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
void Stop(size_t id);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD>״̬
/// @param id <20><>Ƶ<EFBFBD><C6B5>ʶ<EFBFBD><CAB6>
bool IsPlaying(size_t id);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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float GetVolume() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param volume <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><D0A1>1.0 Ϊԭʼ<D4AD><CABC><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> 1 Ϊ<>Ŵ<EFBFBD><C5B4><EFBFBD><EFBFBD><EFBFBD>, 0 Ϊ<><CEAA>С<EFBFBD><D0A1><EFBFBD><EFBFBD>
void SetVolume(float volume);
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/// \~chinese
/// @brief <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ
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void PauseAll();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ
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void ResumeAll();
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/// \~chinese
/// @brief ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ
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void StopAll();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ClearCache();
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private:
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float volume_;
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using SoundMap = Map<size_t, SoundPtr>;
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SoundMap sound_cache_;
};
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/** @} */
}
}