Files
0ad/source/soundmanager/items/ISoundItem.h
T
wraitii 863ef0f88a Tweak sound distance attenuation & add configurability
Following D3108 / 876f6d5e50, sounds are attenuated by their actual
distance. However, as noted by players on A24, the dropoff is stark and,
when zoomed out, can easily result in not hearing things that are
happening in the middle of the screen.

The new default settings almost double the max-range, change the minimum
range to have greater dynamic range, and reduce the stereo depth
slightly to better match the default camera FOV.

These are stored per sound-grounp, possibly allowing future tweaks on a
per-soundgroup basis, and are configurable.

Tested by: Imarok
Discussed over mail with: Samulis, Porru

Differential Revision: https://code.wildfiregames.com/D3612
This was SVN commit r25547.
2021-05-25 06:19:25 +00:00

71 lines
1.9 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ISOUNDITEM_H
#define INCLUDED_ISOUNDITEM_H
#include "lib/config2.h"
#if CONFIG2_AUDIO
#include "maths/Vector3D.h"
#include "ps/CStr.h"
#include "soundmanager/data/SoundData.h"
class ISoundItem
{
public:
virtual ~ISoundItem(){};
virtual bool GetLooping() = 0;
virtual void SetLooping(bool loop) = 0;
virtual bool IsPlaying() = 0;
virtual const Path GetName() = 0;
virtual bool IdleTask() = 0;
virtual bool IsFading() = 0;
virtual bool Finished() = 0;
virtual void Play() = 0;
virtual void Stop() = 0;
virtual void Attach(CSoundData* itemData) = 0;
virtual void EnsurePlay() = 0;
virtual void PlayAndDelete() = 0;
virtual void StopAndDelete() = 0;
virtual void FadeToIn(float newVolume, double fadeDuration) = 0;
virtual void FadeAndDelete(double fadeTime) = 0;
virtual void FadeAndPause(double fadeTime) = 0;
virtual void PlayLoop() = 0;
virtual void SetCone(float innerCone, float outerCone, float coneGain) = 0;
virtual void SetPitch(float pitch) = 0;
virtual void SetGain(float gain) = 0;
virtual void SetLocation(const CVector3D& position) = 0;
virtual void SetRollOff(float gain, float minDist, float maxDist) = 0;
virtual void Pause() = 0;
virtual void Resume() = 0;
};
#endif // CONFIG2_AUDIO
#endif // INCLUDED_ISOUNDITEM_H