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#ifndef Magnum_Audio_PlayableGroup_h
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#define Magnum_Audio_PlayableGroup_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::PlayableGroup, typedef @ref Magnum::Audio::PlayableGroup2D, @ref Magnum::Audio::PlayableGroup3D
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*/
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#include <functional>
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#include <string>
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#include <vector>
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#include <Magnum/SceneGraph/AbstractObject.h>
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#include <Magnum/SceneGraph/SceneGraph.h>
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#include <Magnum/SceneGraph/FeatureGroup.h>
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#include "Magnum/Audio/Audio.h"
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#include "Magnum/Audio/Playable.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 PlayableGroup
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Manages @ref Audio::Playable features and provides means of setting gain or
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transformation of a group of Playables, aswell as the ability of playing,
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pausing, stopping or cleaning all sources of all Playables.
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@section Audio-PlayableGroup-usage Usage
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@code{.cpp}
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Object3D object;
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Source source;
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PlayableGroup3D group;
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Playable3D playable{object, source, &group};
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// ...
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object.translate(offset);
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// ... and every frame, update the sources positions:
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group.setClean();
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@endcode
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For two dimensional scenes simply replace `3D` with `2D`. When using a
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@ref Listener, prefer @ref Listener::update() over
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@ref PlayableGroup::setClean().
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- @ref PlayableGroup2D
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- @ref PlayableGroup3D
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@see @ref Playable, @ref SceneGraph::FeatureGroup, @ref Listener
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*/
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template<UnsignedInt dimensions> class PlayableGroup: public SceneGraph::FeatureGroup<dimensions, Playable<dimensions>, Float> {
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friend Playable<dimensions>;
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public:
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/** @brief Constructor */
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explicit PlayableGroup():
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SceneGraph::FeatureGroup<dimensions, Playable<dimensions>, Float>(),
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_gain{1.0f}
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{}
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/**
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* @brief Play all sound sources in this group
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* @return Reference to self (for method chaining)
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* @see @ref Source::play()
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*/
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PlayableGroup<dimensions>& play() {
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Source::play(sources());
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return *this;
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}
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/**
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* @brief Pause all sound sources in this group
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* @return Reference to self (for method chaining)
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* @see @ref Source::pause()
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*/
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PlayableGroup& pause() {
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Source::stop(sources());
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return *this;
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}
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/**
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* @brief Stop all sound sources in this group
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* @return Reference to self (for method chaining)
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* @see @ref Source::stop()
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*/
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PlayableGroup& stop() {
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Source::stop(sources());
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return *this;
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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 for all sound sources of Playables in this group
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* @param gain Gain
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*
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* Will calculate the sound sources gain relative to the gain of the
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* Playable and this playable group. The sources gain is computed as
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* `sourceGain = playableGain*groupGain`. Default of the groups gain
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* is `1.0f`.
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* @return Reference to self (for method chaining)
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*/
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PlayableGroup& setGain(const Float gain) {
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_gain = gain;
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for(UnsignedInt i = 0; i < this->size(); ++i)
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(*this)[i].cleanGain();
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return *this;
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}
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/** @brief Sound transformation */
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const Matrix4& soundTransformation() const {
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return _soundTransform;
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}
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/**
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* @brief Set transformation of the sounds in this group
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* @return Reference to self (for method chaining)
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*/
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PlayableGroup& setSoundTransformation(const Matrix4& matrix);
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/**
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* @brief Set all contained Playables clean
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* @see @ref AbstractObject::setClean()
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*/
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void setClean();
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private:
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/* @brief Sources of all Playables in this group */
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std::vector<std::reference_wrapper<Source>> sources() {
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std::vector<std::reference_wrapper<Source>> srcs;
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srcs.reserve(this->size());
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for(UnsignedInt i = 0; i < this->size(); ++i)
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srcs.push_back((*this)[i].source());
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return srcs;
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}
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Matrix4 _soundTransform;
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Float _gain;
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};
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template<UnsignedInt dimensions> inline PlayableGroup<dimensions>& PlayableGroup<dimensions>::setSoundTransformation(const Matrix4& matrix) {
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_soundTransform = matrix;
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/* I cannot come up with a use case for which the sound
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transformation would be set frequently, so we are setting
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objects dirty whether the matrix changed or not. */
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for(UnsignedInt i = 0; i < this->size(); ++i)
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(*this)[i].object().setDirty();
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return *this;
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}
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template<UnsignedInt dimensions> inline void PlayableGroup<dimensions>::setClean() {
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std::vector<std::reference_wrapper<SceneGraph::AbstractObject<dimensions, Float>>> objects;
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objects.reserve(this->size());
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for(UnsignedInt i = 0; i < this->size(); ++i)
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objects.push_back((*this)[i].object());
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SceneGraph::AbstractObject<dimensions, Float>::setClean(objects);
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}
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/**
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* @brief Playable group for two dimensional float scenes
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*
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* @see @ref PlayableGroup3D
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*/
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typedef PlayableGroup<2> PlayableGroup2D;
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/**
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* @brief Playable group for three dimensional float scenes
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*
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* @see @ref PlayableGroup2D
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*/
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typedef PlayableGroup<3> PlayableGroup3D;
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}}
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#endif
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