1 // ambient_sound.h basti_
5 // This program is free software; you can redistribute it and/or
6 // modify it under the terms of the GNU General Public License
7 // as published by the Free Software Foundation; either version 2
8 // of the License, or (at your option) any later version.
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12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 // GNU General Public License for more details.
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21 * Ambient Sound Source, gamma version. Features:
23 * - "rounded rectancle" geometry with position, dimension and
24 * "rounding radius" (extending in all directions) of a 100%
25 * volume area, adjustable maximum volume, inverse square
26 * falloff outside area.
28 * - degenerates gracefully to a disc for dimension=0
33 * width, height dimension
34 * distance_factor high = steep fallofff
35 * distance_bias high = big "100% disc"
36 * silence_distance defaults reasonably.
37 * sample sample to be played back in loop mode
42 #ifndef __AMBIENT_SOUND_H__
43 #define __AMBIENT_SOUND_H__
46 #include "game_object.h"
47 #include "resources.h"
49 #include "SDL_mixer.h"
51 class AmbientSound : public GameObject
54 AmbientSound(const lisp::Lisp& lisp);
55 AmbientSound(Vector pos, float factor, float bias, float vol, std::string file);
58 virtual void hit(Player& player);
59 virtual void update(float time);
60 virtual void draw(DrawingContext&);
61 virtual void start_playing();
62 virtual void stop_playing();
71 float distance_factor; /// distance scaling
72 float distance_bias; /// 100% volume disc radius
73 float silence_distance; /// not implemented yet
75 float maximumvolume; /// maximum volume
76 float targetvolume; /// how loud we want to be
77 float currentvolume; /// how loud we are
79 float * volume_ptr; /// this will be used by the volume adjustment effect.