184 lines
4.8 KiB
C++
184 lines
4.8 KiB
C++
/*******************************************************************************
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This file is Part of the ZEngine Library for SDL Game Development.
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Copyright (C) 2002 ConceptOfZero.net
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Licensed under the BSD License, see licensing.txt.
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The maintainer of this library is James Turk (jturk@conceptofzero.net)
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and the home of this Library is http://www.conceptofzero.net/
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*******************************************************************************/
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/*!
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\par File Header:
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File: ZE_ZMusic.h <br>
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Description: Header file for core ZEngine Music Wrapper Object. <br>
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Author(s): James Turk <br>
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$Id: ZE_ZMusic.h,v 1.1 2002/11/21 05:41:11 cozman Exp $<br>
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\file ZE_ZMusic.h
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\brief Definition file for ZMusic.
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Definition file for ZMusic, the Music file wrapper for ZEngine.
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**/
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#ifndef __ze_zmusic_h__
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#define __ze_zmusic_h__
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#include "ZE_ZObject.h"
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#ifdef USE_SDL_MIXER
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namespace ZE
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{
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/*!
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\brief ZMusic class for playing full length music (eg. ogg or wav).
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ZMusic music class, class wraps common features for SDL_Mixer's Mix_Music. Inherited from ZObject.
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**/
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class ZMusic : public ZObject
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{
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protected:
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//! Class containing music data and music filename.
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MusicData rMusic;
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public:
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//! Static Variable For Infinite loop of sound. (Defined as -1)
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static const int LoopInfinite;
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///////////////////////
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//Opening and Closing//
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///////////////////////
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/*!
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\brief Default Constructor.
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Default Constructor, does nothing.
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**/
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ZMusic();
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/*!
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\brief Constructor that opens a music file.
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Constructor simply calls ZMusic::Open() with same filename. (WAV,MOD,MID,OGG)
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\param filename Music to open.
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**/
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ZMusic(string filename);
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/*!
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\brief Destructor, frees memory.
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Destructor calls ZMusic::Release().
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**/
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~ZMusic();
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/*!
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\brief Opens a music file.
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Open a music file to be used.
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\param filename Music to open.
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**/
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void Open(string filename);
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/*!
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\brief Release music.
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Release memory held by music data.
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**/
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void Release();
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/////////////////
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//Play Controls//
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/////////////////
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/*!
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\brief Play currently loaded music.
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Play music currently loaded in ZMusic, looping loopNum times. (use ZMusic::LoopInfinite to loop forever.)
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If fade is not zero (which it defaults to) music will fade in over specified number of milliseconds.
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\param loopNum Number of times to loop song, defaults to zero.
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\param fadeTime Milliseconds to fade to full volume, defaults to zero for no fade.
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**/
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void Play(int loopNum=0, int fadeTime=0);
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/*!
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\brief Pause music.
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Pause currently playing music.
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**/
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void Pause();
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/*!
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\brief Unpause music.
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Unpause currently paused music.
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**/
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void Unpause();
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/*!
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\brief Rewind music.
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Rewind music to beginning.
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**/
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void Rewind();
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/*!
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\brief Stop music.
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Stop currently playing music, if fadeTime is not zero, fade out over specified time.
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\param fadeTime Milliseconds to fade out over, defaults to zero for immediate stop.
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**/
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void Stop(int fadeTime=0);
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/*!
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\brief Change Volume.
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Change volume of currently playing music.
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\param volume Volume to change to, can be in a range from 0 to 128
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**/
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void SetVolume(int volume);
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/////////////
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//Accessors//
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/////////////
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/*!
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\brief Check if file is loaded.
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Check if file is loaded and pointer to data is non-NULL.
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\return Loaded or Unloaded state of data.
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**/
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bool IsLoaded();
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/*!
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\brief Check if music is Playing.
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Check if music is playing, specifically if it is not stopped. (Paused state should be checked for by IsPaused)
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\return Playing / Not Playing State of Music.
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**/
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bool IsPlaying();
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/*!
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\brief Check if music is Paused.
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Check if music is "playing" but currently paused.
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\return Paused / Not Paused State of Music.
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**/
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bool IsPaused();
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/*!
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\brief Find Current Volume of Music.
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Get current volume of music represented as a value from 0-128.
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\return Volume of music, 0-128.
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**/
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int GetVolume();
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};
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}
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#endif //USE_SDL_MIXER
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#endif //__ze_zmusic_h__
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