Magic_Game/src/kiwano-audio/Sound.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
#include <kiwano/core/ObjectBase.h>
#include <kiwano/core/Resource.h>
#include <kiwano/platform/win32/ComPtr.hpp>
#include <kiwano-audio/Transcoder.h>
#include <xaudio2.h>
namespace kiwano
{
namespace audio
{
class AudioEngine;
KGE_DECLARE_SMART_PTR(Sound);
/**
* \addtogroup Audio
* @{
*/
/**
* \~chinese
* @brief 音频
*/
class KGE_API Sound
: public virtual ObjectBase
{
friend class AudioEngine;
public:
Sound();
virtual ~Sound();
/// \~chinese
/// @brief 打开本地音频文件
/// @param res 本地音频文件路径
bool Load(String const& file_path);
/// \~chinese
/// @brief 打开音频资源
/// @param res 音频资源
bool Load(Resource const& res);
/// \~chinese
/// @brief 是否有效
bool IsValid() const;
/// \~chinese
/// @brief 播放
/// @param loop_count 播放循环次数,设置 -1 为循环播放
void Play(int loop_count = 0);
/// \~chinese
/// @brief 暂停
void Pause();
/// \~chinese
/// @brief 继续
void Resume();
/// \~chinese
/// @brief 停止
void Stop();
/// \~chinese
/// @brief 关闭并销毁资源
void Close();
/// \~chinese
/// @brief 是否正在播放
bool IsPlaying() const;
/// \~chinese
/// @brief 获取音量
float GetVolume() const;
/// \~chinese
/// @brief 设置音量
/// @param volume 音量大小1.0 为原始音量, 大于 1 为放大音量, 0 为最小音量
void SetVolume(float volume);
private:
IXAudio2SourceVoice* GetXAudio2Voice() const;
void SetXAudio2Voice(IXAudio2SourceVoice* voice);
private:
bool opened_;
bool playing_;
Transcoder transcoder_;
IXAudio2SourceVoice* voice_;
};
/** @} */
inline IXAudio2SourceVoice* Sound::GetXAudio2Voice() const
{
return voice_;
}
inline void Sound::SetXAudio2Voice(IXAudio2SourceVoice* voice)
{
voice_ = voice;
}
}
}