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#ifndef Magnum_Audio_Playable_h
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#define Magnum_Audio_Playable_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017
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Vladimír Vondruš <mosra@centrum.cz>
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Copyright © 2015 Jonathan Hale <squareys@googlemail.com>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Audio::Playable, typedef @ref Magnum::Audio::Playable2D, @ref Magnum::Audio::Playable3D
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*/
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#include <string>
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#include <al.h>
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#include <Magnum/SceneGraph/AbstractGroupedFeature.h>
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#include <Magnum/Math/Matrix3.h>
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#include <Magnum/Math/Matrix4.h>
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#include "Magnum/Audio/PlayableGroup.h"
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#include "Magnum/Audio/Source.h"
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#include "Magnum/Audio/visibility.h"
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namespace Magnum { namespace Audio {
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/**
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@brief Playable
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Feature which manages the position, orientation and gain of a @ref Source for
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an @ref SceneGraph::Object.
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@section Audio-Playable-usage Usage
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@code{.cpp}
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Object3D object;
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Source source;
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Playable3D playable{object, source};
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// ...
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object.translate(offset);
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// ... and every frame, update the sources positions by cleaning the object:
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object.setClean();
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@endcode
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Position of the source will be updated to the translation of `object` when
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@ref SceneGraph::Object::setClean() is called, which is done in
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@ref Audio::Listener::update() or @ref Audio::PlayableGroup::setClean() for example.
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To manage multiple Playables at once, use @ref PlayableGroup.
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- @ref Playable2D
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- @ref Playable3D
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@see @ref Source, @ref PlayableGroup, @ref Listener
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*/
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template<UnsignedInt dimensions> class Playable: public SceneGraph::AbstractGroupedFeature<dimensions, Playable<dimensions>, Float> {
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friend PlayableGroup<dimensions>;
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public:
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/**
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* @brief Constructor
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* @param object Object this playable belongs to
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* @param group Group this playable belongs to
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*
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* Creates playable with a source and a forward vector of `{0.0f, -1.0f}`
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* for 2D and `{0.0f, 0.0f, -1.0f}` for 3D scenes. This forward vector
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* cannot be changed, the sources orientation and translation can be
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* instead affected by `object` or via
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* @ref PlayableGroup::setSoundTransformation().
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* @see @ref setGain(), @ref PlayableGroup::add()
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*/
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explicit Playable(SceneGraph::AbstractObject<dimensions, Float>& object, PlayableGroup<dimensions>* group = nullptr):
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SceneGraph::AbstractGroupedFeature<dimensions, Playable<dimensions>, Float>(object, group),
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_fwd(0.0f),
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_gain(1.0f),
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_source()
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{
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SceneGraph::AbstractFeature<dimensions, Float>::setCachedTransformations(SceneGraph::CachedTransformation::Absolute);
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_fwd[dimensions - 1] = -1;
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}
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/** @brief Source which is managed by this feature */
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Source& source() {
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return _source;
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}
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/** @brief Gain */
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Float gain() const {
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return _gain;
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}
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/**
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* @brief Set gain of the playable and source respecting the PlayableGroups gain
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* @return Reference to self (for method chaining)
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*
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* The sources gain is computed as `sourceGain = playableGain*groupGain`.
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* Default for the playables gain is `1.0f`.
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* @see @ref PlayableGroup::setGain(), @ref Source::setGain()
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*/
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Playable& setGain(const Float gain) {
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_gain = gain;
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cleanGain();
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return *this;
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}
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/**
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* @brief Group containing this playable
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*
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* If the playable doesn't belong to any group, returns `nullptr`.
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*/
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PlayableGroup<dimensions>* playables() {
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return static_cast<PlayableGroup<dimensions>*>(this->group());
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}
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const PlayableGroup<dimensions>* playables() const { /**< @overload */
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return static_cast<const PlayableGroup<dimensions>*>(this->group());
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}
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private:
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void clean(const MatrixTypeFor<dimensions, Float>& absoluteTransformationMatrix) override {
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Vector3 position = Vector3::pad(absoluteTransformationMatrix.translation(), 0);
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if(playables()) {
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position = playables()->soundTransformation().transformVector(position);
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}
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_source.setPosition(position);
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_source.setDirection(Vector3::pad(absoluteTransformationMatrix.rotation()*_fwd));
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/** @todo velocity */
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}
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/* Update the gain of the underlying source to reflect changes in _group and/or _gain.
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Called in Playable::setGain() and PlayableGroup::setGain() */
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void cleanGain() {
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if(playables()) {
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_source.setGain(_gain*playables()->gain());
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} else {
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_source.setGain(_gain);
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}
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}
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VectorTypeFor<dimensions, Float> _fwd;
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Float _gain;
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Source _source;
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};
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/**
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* @brief Playable for two dimensional float scenes
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*
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* @see @ref Playable3D
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*/
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typedef Playable<2> Playable2D;
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/**
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* @brief Playable for three dimensional float scenes
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*
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* @see @ref Playable2D
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*/
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typedef Playable<3> Playable3D;
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}}
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#endif
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