Add some more descriptive comments
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@ -44,6 +44,10 @@ static const double MAX_TRANSIT_TIME = 0.1; // 100 ms.
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/**
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* Class for handling one sound event.
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*
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* This class handles everything for a particular sound event, by
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* scanning an a pre-loaded property tree structure for sound
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* settings, setting up its internal states, and managing sound
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* playback whenever such an event happens.
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*/
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class SGSound
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{
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@ -53,10 +57,58 @@ public:
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SGSound();
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virtual ~SGSound();
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/**
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* Initialize the sound event.
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*
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* Prior to initialization of the sound event the propgrams property root
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* has to be defined, the sound configuration XML tree has to be loaded
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* and a sound manager class has to be defined.
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*
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* A sound configuration file would look like this:
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* <fx>
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* <event_name>
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* <name/> Define the name of the event. For refference only.
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* <mode/> Either:
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* looped: play this sound looped.
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* in-transit: play looped while the event is happening.
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* once: play this sound once.
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* <path/> The relative path to the audio file.
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* <property/> Take action if this property becomes true.
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* <condition/> Take action if this condition becomes true.
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* <volume> or <pitch> Define volume or pitch settings.
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* <property/> Take the value of this property as a refference for the
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* result.
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* <internal/> Either:
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* dt_start: the time elapsed since this sound is playing.
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* dt_stop: the time elapsed since this sound has stopped.
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* <offset/> Add this value to the result.
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* <factor/> Multiply the result by this factor.
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* <min/> Make sure the value is never less than this value.
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* <max/> Make sure the value is never larger than this value.
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* </volume> or </pitch>
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* </event_name>
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*
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* <event_name>
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* </event_name>
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* </fx>
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*
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* @param root The root node of the programs property tree.
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* @param child A pointer to the location of the current event as defined
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* in the configuration file.
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* @param sndmgr A pointer to a pre-initialized sound manager class.
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* @param path The path where the audio files remain.
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*/
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virtual void init (SGPropertyNode *, SGPropertyNode *, SGSoundMgr *,
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const string &);
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/**
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* Check wheter an event has happened and if action has to be taken.
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*/
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virtual void update (double dt);
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/**
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* Stop taking action on the pre-defined events.
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*/
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void stop();
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protected:
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@ -69,28 +69,80 @@ public:
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SGSimpleSound( unsigned char *buffer, int len );
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~SGSimpleSound();
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/**
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* Start playing this sample.
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*
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* @param sched A pointer to the appropriate scheduler.
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* @param looped Define wether the sound should be played in a loop.
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*/
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void play( slScheduler *sched, bool looped );
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void stop( slScheduler *sched, bool quick = true );
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/**
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* Stop playing this sample.
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*
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* @param sched A pointer to the appropriate scheduler.
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*/
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void stop( slScheduler *sched );
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/**
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* Play this sample once.
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* @see #play
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*/
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inline void play_once( slScheduler *sched ) { play( sched, false); }
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/**
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* Play this sample looped.
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* @see #play
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*/
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inline void play_looped( slScheduler *sched ) { play( sched, true); }
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/**
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* Test if a sample is curretnly playing.
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* @return true if is is playing, false otherwise.
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*/
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inline bool is_playing( ) {
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return ( sample->getPlayCount() > 0 );
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}
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/**
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* Get the current pitch setting of this sample.
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*/
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inline double get_pitch() const { return pitch; }
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/**
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* Set the pitch of this sample.
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*/
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inline void set_pitch( double p ) {
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pitch = p;
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pitch_envelope->setStep( 0, 0.01, pitch );
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}
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/**
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* Get the current volume setting of this sample.
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*/
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inline double get_volume() const { return volume; }
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/**
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* Set the volume of this sample.
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*/
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inline void set_volume( double v ) {
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volume = v;
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volume_envelope->setStep( 0, 0.01, volume );
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}
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/**
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* Get a refference to the raw sample.
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*/
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inline slSample *get_sample() { return sample; }
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/**
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* Get the pitch envelope setting of this sample.
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*/
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inline slEnvelope *get_pitch_envelope() { return pitch_envelope; }
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/**
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* Get the volume envelope setting of this sample.
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*/
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inline slEnvelope *get_volume_envelope() { return volume_envelope; }
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};
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@ -181,7 +233,16 @@ public:
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bool add( SGSimpleSound *sound, const string& refname);
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/**
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* add a sound file, return the sample if successful, else return NULL
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* Add a sound file to the sound manager.
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*
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* The advantage of using this function over the previous one is that
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* it doesn't load a sample if it already is in memory, but instead it
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* uses the already loaded sample data.
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*
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* @param refname A refference name to make a distincion between samples.
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* @param path The path or full filename of the sample to load.
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* @param file An optional filename which will be appended to the path.
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* @return An instance of the sound for further manipulation.
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*/
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SGSimpleSound *add( const string& refname,
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const char *path, const char *file = NULL );
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