-
Notifications
You must be signed in to change notification settings - Fork 7
/
SoundEngine.h
executable file
·85 lines (68 loc) · 1.97 KB
/
SoundEngine.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
/*
* Copyright (C) 1999-2010 Terence M. Welsh
*
* This file is part of Skyrocket.
*
* Skyrocket is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published
* by the Free Software Foundation; either version 2 of the License,
* or (at your option) any later version.
*
* Skyrocket is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef SOUND_H
#define SOUND_H
/*#include <windows.h>
#include <al.h>
#include <alc.h>
#include <rsMath/rsMath.h>
#include <math.h>*/
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#include "alut.h"
#include <OpenAL/MacOSX_OALExtensions.h>
#include "rsMath.h"
#include <math.h>
#define NUM_SOUNDNODES 100
#define NUM_SOURCES 16 // 16 is the maximum that works on my computer
#define NUM_BUFFERS 10
#define LAUNCH1SOUND 0
#define LAUNCH2SOUND 1
#define BOOM1SOUND 2
#define BOOM2SOUND 3
#define BOOM3SOUND 4
#define BOOM4SOUND 5
#define POPPERSOUND 6
#define SUCKSOUND 7
#define NUKESOUND 8
#define WHISTLESOUND 9
class SoundEngine{
public:
ALCcontext* context;
ALCdevice* device;
ALuint buffers[NUM_BUFFERS];
ALuint sources[NUM_SOURCES];
class SoundNode{
public:
int sound;
float pos[3];
float dist;
float time; // time until sound plays
bool active;
SoundNode(){active = false;}
~SoundNode(){}
};
SoundNode soundnodes[NUM_SOUNDNODES];
SoundEngine(float volume);
~SoundEngine();
void insertSoundNode(int sound, rsVec source, rsVec observer);
void update(float* listenerPos, float* listenerVel, float* listenerOri, float frameTime, bool slowMotion);
};
#endif // SOUND_H