-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program 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.
+// This program 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 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// 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_MANAGER_H__
-#define __SOUND_MANAGER_H__
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#ifndef HEADER_SUPERTUX_AUDIO_SOUND_MANAGER_HPP
+#define HEADER_SUPERTUX_AUDIO_SOUND_MANAGER_HPP
+#include <map>
+#include <memory>
#include <string>
#include <vector>
-#include <map>
-#include <alc.h>
#include <al.h>
+#include <alc.h>
#include "math/vector.hpp"
+#include "util/currenton.hpp"
class SoundFile;
class SoundSource;
class StreamSoundSource;
class OpenALSoundSource;
-class SoundManager
+class SoundManager : public Currenton<SoundManager>
{
public:
SoundManager();
* sound).
* This function never throws exceptions, but might return a DummySoundSource
*/
- SoundSource* create_sound_source(const std::string& filename);
+ std::unique_ptr<SoundSource> create_sound_source(const std::string& filename);
/**
* Convenience function to simply play a sound at a given position.
*/
* Adds the source to the list of managed sources (= the source gets deleted
* when it finished playing)
*/
- void manage_source(SoundSource* source);
+ void manage_source(std::unique_ptr<SoundSource> source);
/// preloads a sound, so that you don't get a lag later when playing it
void preload(const std::string& name);
friend class StreamSoundSource;
/** creates a new sound source, might throw exceptions, never returns NULL */
- OpenALSoundSource* intern_create_sound_source(const std::string& filename);
- static ALuint load_file_into_buffer(SoundFile* file);
- static ALenum get_sample_format(SoundFile* file);
+ std::unique_ptr<OpenALSoundSource> intern_create_sound_source(const std::string& filename);
+ static ALuint load_file_into_buffer(SoundFile& file);
+ static ALenum get_sample_format(const SoundFile& file);
void print_openal_version();
void check_alc_error(const char* message);
typedef std::map<std::string, ALuint> SoundBuffers;
SoundBuffers buffers;
- typedef std::vector<OpenALSoundSource*> SoundSources;
+ typedef std::vector<std::unique_ptr<OpenALSoundSource> > SoundSources;
SoundSources sources;
typedef std::vector<StreamSoundSource*> StreamSoundSources;
StreamSoundSources update_list;
- StreamSoundSource* music_source;
+ std::unique_ptr<StreamSoundSource> music_source;
bool music_enabled;
std::string current_music;
-};
-extern SoundManager* sound_manager;
+private:
+ SoundManager(const SoundManager&);
+ SoundManager& operator=(const SoundManager&);
+};
#endif
+
+/* EOF */