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// Copyright (c) 2021-present Sparky Studios. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#pragma once

#ifndef _AM_SOUND_SOUND_BANK_H
#define _AM_SOUND_SOUND_BANK_H

#include <queue>

#include <SparkyStudios/Audio/Amplitude/Core/RefCounter.h>

namespace SparkyStudios::Audio::Amplitude
{
    struct SoundBankDefinition;

    class Engine;

    class AM_API_PUBLIC SoundBank
    {
    public:
        SoundBank();

        explicit SoundBank(const AmString& source);

        bool Initialize(const AmOsString& filename, Engine* engine);

        bool InitializeFromMemoryView(AmConstVoidPtr ptr, AmUInt32 size, Engine* engine);

        void Deinitialize(Engine* engine);

        [[nodiscard]] AmBankID GetId() const;

        [[nodiscard]] const AmString& GetName() const;

        [[nodiscard]] const SoundBankDefinition* GetSoundBankDefinition() const;

        RefCounter* GetRefCounter();

        void LoadSoundFiles(const Engine* engine);

    private:
        bool InitializeInternal(Engine* engine);

        RefCounter _refCounter;
        AmString _soundBankDefSource;

        AmString _name;
        AmBankID _id;

        std::queue<AmSoundID> _pendingSoundsToLoad;
    };

} // namespace SparkyStudios::Audio::Amplitude

#endif // _AM_SOUND_SOUND_BANK_H