/*
* This file is part of the Illarion project.
*
* Copyright © 2014 - Illarion e.V.
*
* Illarion is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Illarion 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.
*/
package org.illarion.engine.sound;
import javax.annotation.Nonnull;
/**
* This interface provides the required access to play sound effects and background music.
*
* @author Martin Karing <nitram@illarion.org>
*/
public interface Sounds {
/**
* Get the currently applied global music volume.
*
* @return the music volume
*/
float getMusicVolume();
/**
* Set the global volume of the background music.
*
* @param volume the volume of the music
*/
void setMusicVolume(float volume);
/**
* Get the global sound effects volume.
*
* @return the global sound effects volume
*/
float getSoundVolume();
/**
* Set the global volume of the sound effects.
*
* @param volume the volume of the sound effects
*/
void setSoundVolume(float volume);
/**
* Get the sound effects volume of a sound that is currently playing.
*
* @param sound the sound the handle belong to
* @param handle the handle of the sound effect that is returned by {@link #playSound(Sound, float)}
* @return the volume of the sound effect
*/
float getSoundVolume(@Nonnull Sound sound, int handle);
/**
* Check if a specific music track is currently playing.
*
* @param music the music track to check
* @return {@code true} in case this music track is currently played
*/
boolean isMusicPlaying(@Nonnull Music music);
/**
* Check if a sound effect is currently playing.
*
* @param sound the sound that should be checked
* @param handle the handle of the sound effect that is returned by {@link #playSound(Sound, float)}
* @return {@code true} in case this sound effect is currently played
*/
boolean isSoundPlaying(@Nonnull Sound sound, int handle);
/**
* Start playing some background music.
* <p/>
* The implementation of the fading effect depends on the used backend and does not have to work by all means.
*
* @param music the music track that is supposed to be played now
* @param fadeOutTime the time to fade the track that is currently playing out in milliseconds,
* this parameter is ignored in case there is not music playing currently.
* @param fadeInTime the time to fade the new track in
*/
void playMusic(@Nonnull Music music, int fadeOutTime, int fadeInTime);
/**
* Play a sound effect.
*
* @param sound the sound effect to play
* @param volume the volume of the sound effect, this volume is multiplied with the global sound effect volume
* @return the reference handle to the played sound effect
*/
int playSound(@Nonnull Sound sound, float volume);
/**
* Play a sound with a offset to the listener in 3D space.
*
* @param sound the sound to play
* @param volume the default volume
* @param offsetX the X offset
* @param offsetY the Y offset
* @param offsetZ the Z offset
* @return the reference handle to the played sound effect
*/
int playSound(@Nonnull Sound sound, float volume, int offsetX, int offsetY, int offsetZ);
/**
* This function should be called once during the update run of the game, to allow the sound engine to process
* their internal tasks.
* <p/>
* This is especially important for streaming music.
*
* @param delta the time since the last call of the poll function
*/
void poll(int delta);
/**
* Set the volume of a sound effect that is currently playing.
*
* @param sound the sound the handle belong to
* @param handle the handle of the sound effect that is returned by {@link #playSound(Sound, float)}
* @param volume the volume of the sound effects
*/
void setSoundVolume(@Nonnull Sound sound, int handle, float volume);
/**
* Stop any currently played music.
* <p/>
* The implementation of the fading effect depends on the used backend and does not have to work by all means.
* <p/>
* This function has no effect what so ever in case there is currently no music track played.
*
* @param fadeOutTime the time in milliseconds it should take to fade out the current music
*/
void stopMusic(int fadeOutTime);
/**
* Stop the playback of a sound effect
*
* @param sound the sound that should be stopped
* @param handle the handle of the sound effect that is returned by {@link #playSound(Sound, float)}
*/
void stopSound(@Nonnull Sound sound, int handle);
/**
* Stop the playback of all instances of a sound effect.
*
* @param sound the sound that should be stopped
*/
void stopSound(@Nonnull Sound sound);
}