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source: code/archive/tutorial2/src/orxonox/sound/AmbientSound.cc @ 12373

Last change on this file since 12373 was 8861, checked in by landauf, 13 years ago

added some additional output for loading steps that might take some time on slow systems

  • Property svn:eol-style set to native
File size: 3.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AmbientSound.h"
30
31#include "core/CoreIncludes.h"
32#include "core/GameMode.h"
33#include "core/Resource.h"
34#include "SoundManager.h"
35
36namespace orxonox
37{
38    AmbientSound::AmbientSound()
39        : bPlayOnLoad_(false)
40    {
41        RegisterObject(AmbientSound);
42
43        // Ambient sounds always fade in
44        this->setVolume(0.0f);
45    }
46
47    void AmbientSound::preDestroy()
48    {
49        if (GameMode::playsSound())
50        {
51            // Smoothly fade out by keeping a SmartPtr
52            SoundManager::getInstance().unregisterAmbientSound(this);
53        }
54    }
55
56    void AmbientSound::play()
57    {
58        if (GameMode::playsSound())
59            SoundManager::getInstance().registerAmbientSound(this);
60    }
61
62    bool AmbientSound::stop()
63    {
64        if (GameMode::playsSound())
65            SoundManager::getInstance().unregisterAmbientSound(this);
66        return false; // sound source not (yet) destroyed - return false
67    }
68
69    void AmbientSound::pause()
70    {
71        if (GameMode::playsSound())
72            SoundManager::getInstance().pauseAmbientSound(this);
73    }
74
75    float AmbientSound::getRealVolume()
76    {
77        assert(GameMode::playsSound());
78        return SoundManager::getInstance().getRealVolume(SoundType::Music);
79    }
80
81    void AmbientSound::setAmbientSource(const std::string& source)
82    {
83        this->ambientSource_ = source;
84        this->moodChanged(MoodManager::getInstance().getMood());
85    }
86
87    void AmbientSound::moodChanged(const std::string& mood)
88    {
89        if (GameMode::playsSound())
90        {
91            const std::string& path = "ambient/" + mood + '/' + this->ambientSource_;
92            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
93            if (fileInfo != NULL)
94            {
95                orxout(user_info) << "Loading ambient sound " << path << "..." << endl; // TODO: make this output internal if we implement sound streaming
96                this->setSource(path);
97            }
98            else
99            {
100                orxout(internal_warning, context::sound) << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << endl;
101            }
102        }
103    }
104
105    void AmbientSound::setPlayOnLoad(bool val)
106    {
107        this->bPlayOnLoad_ = val;
108        if (val)
109            this->play();
110    }
111}
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