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source: code/branches/presentation2/src/orxonox/sound/AmbientSound.cc @ 6269

Last change on this file since 6269 was 6203, checked in by rgrieder, 15 years ago

Added buffer buffering: Sounds are only loaded into one buffer and then reused.

  • 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/EventIncludes.h"
33#include "core/GameMode.h"
34#include "core/Resource.h"
35#include "core/XMLPort.h"
36#include "SoundManager.h"
37#include "MoodManager.h"
38
39namespace orxonox
40{
41    CreateFactory(AmbientSound);
42
43    AmbientSound::AmbientSound(BaseObject* creator)
44        : BaseObject(creator)
45    {
46        RegisterObject(AmbientSound);
47
48        // Ambient sounds always fade in
49        this->setVolume(0);
50    }
51
52    AmbientSound::~AmbientSound()
53    {
54    }
55
56    void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
57    {
58        SUPER(AmbientSound, XMLPort, xmlelement, mode);
59        BaseSound::XMLPortExtern(xmlelement, mode);
60        XMLPortParam(AmbientSound, "ambientsource", setAmbientSource, getAmbientSource, xmlelement, mode);
61    }
62
63    void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
64    {
65        SUPER(AmbientSound, XMLEventPort, xmlelement, mode);
66        XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode);
67    }
68
69    void AmbientSound::play()
70    {
71        if (GameMode::playsSound())
72        {
73            SoundManager::getInstance().registerAmbientSound(this);
74        }
75    }
76
77    void AmbientSound::doPlay()
78    {
79        BaseSound::play();
80    }
81
82    void AmbientSound::stop()
83    {
84        if (GameMode::playsSound())
85        {
86            SoundManager::getInstance().unregisterAmbientSound(this);
87        }
88    }
89
90    void AmbientSound::doStop()
91    {
92        BaseSound::stop();
93    }
94
95    void AmbientSound::pause()
96    {
97        if (GameMode::playsSound())
98        {
99            SoundManager::getInstance().pauseAmbientSound(this);
100        }
101    }
102   
103    float AmbientSound::getVolumeGain()
104    {
105        return SoundManager::getInstance().getVolume(SoundType::ambient);
106    }
107
108    void AmbientSound::doPause()
109    {
110        BaseSound::pause();
111    }
112
113    void AmbientSound::setAmbientSource(const std::string& source)
114    {
115        this->ambientSource_ = source;
116        if (GameMode::playsSound())
117        {
118            std::string path = "ambient/" + MoodManager::getInstance().getMood() + "/" + source;
119            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
120            if (fileInfo != NULL)
121                this->setSource(path);
122            else
123                COUT(3) << "Sound: " << source << ": Not a valid name! Ambient sound will not change." << std::endl;       
124        }
125    }
126
127    void AmbientSound::changedActivity() 
128    {
129        SUPER(AmbientSound, changedActivity);
130        if (this->isActive())
131            this->play();
132        else 
133            this->stop();
134    }
135}
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