virtualx-engine/scene/3d/spatial_player.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

87 lines
3.5 KiB
C++

/*************************************************************************/
/* spatial_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifndef SPATIAL_PLAYER_H
#define SPATIAL_PLAYER_H
#include "scene/3d/spatial.h"
#include "scene/main/node.h"
#include "scene/resources/sample_library.h"
#include "servers/spatial_sound_server.h"
#include "scene/main/viewport.h"
class SpatialPlayer : public Spatial {
OBJ_TYPE(SpatialPlayer,Spatial);
public:
enum Param {
PARAM_VOLUME_DB=SpatialSoundServer::SOURCE_PARAM_VOLUME_DB,
PARAM_PITCH_SCALE=SpatialSoundServer::SOURCE_PARAM_PITCH_SCALE,
PARAM_ATTENUATION_MIN_DISTANCE=SpatialSoundServer::SOURCE_PARAM_ATTENUATION_MIN_DISTANCE,
PARAM_ATTENUATION_MAX_DISTANCE=SpatialSoundServer::SOURCE_PARAM_ATTENUATION_MAX_DISTANCE,
PARAM_ATTENUATION_DISTANCE_EXP=SpatialSoundServer::SOURCE_PARAM_ATTENUATION_DISTANCE_EXP,
PARAM_EMISSION_CONE_DEGREES=SpatialSoundServer::SOURCE_PARAM_EMISSION_CONE_DEGREES,
PARAM_EMISSION_CONE_ATTENUATION_DB=SpatialSoundServer::SOURCE_PARAM_EMISSION_CONE_ATTENUATION_DB,
PARAM_MAX=SpatialSoundServer::SOURCE_PARAM_MAX
};
private:
float params[PARAM_MAX];
RID source_rid;
virtual bool _can_gizmo_scale() const;
virtual RES _get_gizmo_geometry() const;
protected:
_FORCE_INLINE_ RID get_source_rid() const { return source_rid; }
void _notification(int p_what);
static void _bind_methods();
public:
void set_param( Param p_param, float p_value);
float get_param( Param p_param) const;
SpatialPlayer();
~SpatialPlayer();
};
VARIANT_ENUM_CAST( SpatialPlayer::Param );
#endif // SPATIAL_PLAYER_H