4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 * Ambient Sound Source, gamma version. Features:
24 * - "rounded rectancle" geometry with position, dimension and
25 * "rounding radius" (extending in all directions) of a 100%
26 * volume area, adjustable maximum volume, inverse square
27 * falloff outside area.
29 * - degenerates gracefully to a disc for dimension=0
34 * width, height dimension
35 * distance_factor high = steep fallofff
36 * distance_bias high = big "100% disc"
37 * silence_distance defaults reasonably.
38 * sample sample to be played back in loop mode
43 #ifndef __AMBIENT_SOUND_H__
44 #define __AMBIENT_SOUND_H__
46 #include "game_object.hpp"
47 #include "resources.hpp"
52 class AmbientSound : public GameObject
55 AmbientSound(const lisp::Lisp& lisp);
56 AmbientSound(Vector pos, float factor, float bias, float vol, std::string file);
59 virtual void hit(Player& player);
60 virtual void update(float time);
61 virtual void draw(DrawingContext&);
62 virtual void start_playing();
63 virtual void stop_playing();
69 SoundSource* sound_source;
72 float distance_factor; /// distance scaling
73 float distance_bias; /// 100% volume disc radius
74 float silence_distance; /// not implemented yet
76 float maximumvolume; /// maximum volume
77 float targetvolume; /// how loud we want to be
78 float currentvolume; /// how loud we are
80 float * volume_ptr; /// this will be used by the volume adjustment effect.