virtualx-engine/scene/audio/sound_room_params.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

100 lines
3.9 KiB
C++

/*************************************************************************/
/* sound_room_params.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 SOUND_ROOM_PARAMS_H
#define SOUND_ROOM_PARAMS_H
#include "scene/main/node.h"
#include "servers/spatial_sound_server.h"
#ifndef _3D_DISABLED
#include "scene/3d/room_instance.h"
class SoundRoomParams : public Node {
OBJ_TYPE( SoundRoomParams, Node );
public:
enum Params {
PARAM_SPEED_OF_SOUND_SCALE=SpatialSoundServer::ROOM_PARAM_SPEED_OF_SOUND_SCALE,
PARAM_DOPPLER_FACTOR=SpatialSoundServer::ROOM_PARAM_DOPPLER_FACTOR,
PARAM_PITCH_SCALE=SpatialSoundServer::ROOM_PARAM_PITCH_SCALE,
PARAM_VOLUME_SCALE_DB=SpatialSoundServer::ROOM_PARAM_VOLUME_SCALE_DB,
PARAM_REVERB_SEND=SpatialSoundServer::ROOM_PARAM_REVERB_SEND,
PARAM_CHORUS_SEND=SpatialSoundServer::ROOM_PARAM_CHORUS_SEND,
PARAM_ATTENUATION_SCALE=SpatialSoundServer::ROOM_PARAM_ATTENUATION_SCALE,
PARAM_ATTENUATION_HF_CUTOFF=SpatialSoundServer::ROOM_PARAM_ATTENUATION_HF_CUTOFF,
PARAM_ATTENUATION_HF_FLOOR_DB=SpatialSoundServer::ROOM_PARAM_ATTENUATION_HF_FLOOR_DB,
PARAM_ATTENUATION_HF_RATIO_EXP=SpatialSoundServer::ROOM_PARAM_ATTENUATION_HF_RATIO_EXP,
PARAM_ATTENUATION_REVERB_SCALE=SpatialSoundServer::ROOM_PARAM_ATTENUATION_REVERB_SCALE,
PARAM_MAX=SpatialSoundServer::ROOM_PARAM_MAX
};
enum Reverb {
REVERB_SMALL,
REVERB_MEDIUM,
REVERB_LARGE,
REVERB_HALL
};
private:
RID room;
float params[PARAM_MAX];
Reverb reverb;
bool force_params_for_all_sources;
void _update_sound_room();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_param(Params p_param, float p_value);
float get_param(Params p_param) const;
void set_reverb_mode(Reverb p_mode);
Reverb get_reverb_mode() const;
void set_force_params_to_all_sources(bool p_force);
bool is_forcing_params_to_all_sources();
SoundRoomParams();
};
VARIANT_ENUM_CAST(SoundRoomParams::Params);
VARIANT_ENUM_CAST(SoundRoomParams::Reverb);
#endif
#endif // SOUND_ROOM_PARAMS_H