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source: code/branches/TowerDefense_FS18/src/orxonox/sound/AmbientSound.cc @ 11843

Last change on this file since 11843 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 3.5 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    RegisterAbstractClass(AmbientSound).inheritsFrom<BaseSound>().inheritsFrom<MoodListener>();
39
40    AmbientSound::AmbientSound()
41        : bPlayOnLoad_(false)
42    {
43        RegisterObject(AmbientSound);
44
45        // Ambient sounds always fade in
46        this->setVolume(0.0f);
47    }
48
49    void AmbientSound::preDestroy()
50    {
51        if (GameMode::playsSound())
52        {
53            // Smoothly fade out by keeping a StrongPtr
54            SoundManager::getInstance().unregisterAmbientSound(this);
55        }
56    }
57
58    void AmbientSound::play()
59    {
60        if (GameMode::playsSound())
61            SoundManager::getInstance().registerAmbientSound(this);
62    }
63
64    bool AmbientSound::stop()
65    {
66        if (GameMode::playsSound())
67            SoundManager::getInstance().unregisterAmbientSound(this);
68        return false; // sound source not (yet) destroyed - return false
69    }
70
71    void AmbientSound::pause()
72    {
73        if (GameMode::playsSound())
74            SoundManager::getInstance().pauseAmbientSound(this);
75    }
76
77    float AmbientSound::getRealVolume()
78    {
79        assert(GameMode::playsSound());
80        return SoundManager::getInstance().getRealVolume(SoundType::Music);
81    }
82
83    bool AmbientSound::setAmbientSource(const std::string& source)
84    {
85        this->ambientSource_ = source;
86        return(this->moodChanged(MoodManager::getInstance().getMood()));
87    }
88
89    bool AmbientSound::moodChanged(const std::string& mood)
90    {
91        if (GameMode::playsSound())
92        {
93            const std::string& path = "ambient/" + mood + '/' + this->ambientSource_;
94            std::shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
95            if (fileInfo != nullptr)
96            {
97                orxout(user_info) << "Loading ambient sound " << path << "..." << endl; // TODO: make this output internal if we implement sound streaming
98                this->setSource(path);
99
100                // all went fine
101                return true;
102            }
103            else
104            {
105                orxout(internal_warning, context::sound) << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << endl;
106
107                // everything went southways
108                return false;
109            }
110        }
111        return false;
112    }
113
114    void AmbientSound::setPlayOnLoad(bool val)
115    {
116        this->bPlayOnLoad_ = val;
117        if (val)
118            this->play();
119    }
120}
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