CUGL 2.3
Cornell University Game Library
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#include <CUSoundLoader.h>
Public Member Functions | |
SoundLoader () | |
void | dispose () override |
float | getVolume () const |
void | setVolume (float volume) |
Public Member Functions inherited from cugl::Loader< Sound > | |
Loader () | |
std::shared_ptr< Sound > | get (const std::string key) const |
std::shared_ptr< Sound > | operator[] (const std::string key) const |
size_t | loadCount () const override |
size_t | waitCount () const override |
void | unloadAll () override |
Public Member Functions inherited from cugl::BaseLoader | |
BaseLoader () | |
~BaseLoader () | |
virtual void | dispose () |
virtual bool | init () |
virtual bool | init (const std::shared_ptr< ThreadPool > &threads) |
std::shared_ptr< BaseLoader > | getHook () |
std::shared_ptr< ThreadPool > | getThreadPool () const |
void | setThreadPool (const std::shared_ptr< ThreadPool > &threads) |
void | setManager (AssetManager *manager) |
const AssetManager * | getManager () const |
void | setJsonKey (const std::string key) |
const std::string | getJsonKey () const |
void | setPriority (Uint32 priority) |
const Uint32 | getPriority () const |
bool | load (const std::string key, const std::string source) |
bool | load (const std::shared_ptr< JsonValue > &json) |
void | loadAsync (const std::string key, const std::string source, LoaderCallback callback) |
void | loadAsync (const std::shared_ptr< JsonValue > &json, LoaderCallback callback) |
bool | unload (const std::string key) |
bool | unload (const std::shared_ptr< JsonValue > &json) |
virtual void | unloadAll () |
virtual std::vector< std::string > | keys () |
bool | contains (const std::string key) const |
virtual size_t | loadCount () const |
virtual size_t | waitCount () const |
bool | complete () const |
float | progress () const |
Static Public Member Functions | |
static std::shared_ptr< SoundLoader > | alloc () |
static std::shared_ptr< SoundLoader > | alloc (const std::shared_ptr< ThreadPool > &threads) |
Protected Member Functions | |
void | materialize (const std::string key, const std::shared_ptr< Sound > &sound, LoaderCallback callback) |
virtual bool | read (const std::string key, const std::string source, LoaderCallback callback, bool async) override |
virtual bool | read (const std::shared_ptr< JsonValue > &json, LoaderCallback callback, bool async) override |
Protected Member Functions inherited from cugl::Loader< Sound > | |
virtual std::vector< std::string > | keys () override |
bool | purge (const std::string key) override |
bool | verify (const std::string key) const override |
Protected Member Functions inherited from cugl::BaseLoader | |
virtual bool | read (const std::string key, const std::string source, LoaderCallback callback, bool async) |
virtual bool | read (const std::shared_ptr< JsonValue > &json, LoaderCallback callback, bool async) |
virtual bool | purge (const std::string key) |
virtual bool | purge (const std::shared_ptr< JsonValue > &json) |
virtual bool | verify (const std::string key) const |
Protected Attributes | |
float | _volume |
Protected Attributes inherited from cugl::Loader< Sound > | |
std::unordered_map< std::string, std::shared_ptr< Sound > > | _assets |
std::unordered_set< std::string > | _queue |
Protected Attributes inherited from cugl::BaseLoader | |
std::string | _jsonKey |
Uint32 | _priority |
std::shared_ptr< ThreadPool > | _loader |
AssetManager * | _manager |
This class is a implementation of Loader<Sound>
This asset loader allows us to allocate sound assets. See Sound
for the supported audio files. As a general rule, sound assets should be WAV files as there is no benefit for compression.
Note that this implementation uses a two phase loading system. First, it loads as much of the asset as possible without accessing the audio engine. This allows us to load the sound asset in a separate thread. It then finishes off the remainder of asset loading using Application#schedule
. This is a good template for asset loaders in general.
As with all of our loaders, this loader is designed to be attached to an asset manager. Use the method getHook()
to get the appropriate pointer for attaching the loader.
cugl::SoundLoader::SoundLoader | ( | ) |
Creates a new, uninitialized sound loader
NEVER USE A CONSTRUCTOR WITH NEW. If you want to allocate a loader on the heap, use one of the static constructors instead.
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inlinestatic |
Returns a newly allocated sound loader.
This method bootstraps the loader with any initial resources that it needs to load assets. In particular, the audio engine must be active. Attempts to load an asset before this method is called will fail.
This loader will have no associated threads. That means any asynchronous loading will fail until a thread is provided via setThreadPool
.
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inlinestatic |
Returns a newly allocated sound loader.
This method bootstraps the loader with any initial resources that it needs to load assets. In particular, the audio engine must be active. Attempts to load an asset before this method is called will fail.
This loader will have no associated threads. That means any asynchronous loading will fail until a thread is provided via setThreadPool
.
threads | The thread pool for asynchronous loading |
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inlineoverridevirtual |
Disposes all resources and assets of this loader
Any assets loaded by this object will be immediately released by the loader. However, a sound may still be available if it is referenced by another smart pointer. The audio engine will only release a sound buffer once all smart pointer attached to the asset are null.
Once the loader is disposed, any attempts to load a new asset will fail. You must reinitialize the loader to begin loading assets again.
Reimplemented from cugl::BaseLoader.
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inline |
Returns the default volume
Once set, any future sound asset processed by this loader will have this volume unless otherwise specified. The default is 1.0 (max volume).
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protected |
Finishes loading the sound file, setting its default volume.
Allocating a sound asset can be done safely in a separate thread. However, setting the default volume requires the audio engine, and so this step is not safe to be done in a separate thread. Instead, it takes place in the main CUGL thread via Application#schedule
.
This method supports an optional callback function which reports whether the asset was successfully materialized.
key | The key to access the asset after loading |
sound | The sound asset partially loaded |
callback | An optional callback for asynchronous loading |
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overrideprotectedvirtual |
Internal method to support asset loading.
This method supports either synchronous or asynchronous loading, as specified by the given parameter. If the loading is asynchronous, the user may specify an optional callback function.
This method will split the loading across the Sound allocation and the internal materialize
method. This ensures that asynchronous loading is safe.
This version of read provides support for JSON directories. A soundfx directory entry has the following values
"file": The path to the asset "volume": This default sound volume (float)
json | The directory entry for the asset |
callback | An optional callback for asynchronous loading |
async | Whether the asset was loaded asynchronously |
Reimplemented from cugl::BaseLoader.
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overrideprotectedvirtual |
Internal method to support asset loading.
This method supports either synchronous or asynchronous loading, as specified by the given parameter. If the loading is asynchronous, the user may specify an optional callback function.
This method will split the loading across the Sound allocation and the internal materialize
method. This ensures that asynchronous loading is safe.
key | The key to access the asset after loading |
source | The pathname to the asset |
callback | An optional callback for asynchronous loading |
async | Whether the asset was loaded asynchronously |
Reimplemented from cugl::BaseLoader.
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inline |
Sets the default volume
Once set, any future sound asset processed by this loader will have this volume unless otherwise specified. The default is 1.0 (max volume).
volume | The default volume |
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protected |
The default volume for all music assets