/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "AmbientSound.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/GameMode.h" #include "core/Resource.h" #include "core/XMLPort.h" #include "SoundManager.h" #include "MoodManager.h" namespace orxonox { CreateFactory(AmbientSound); AmbientSound::AmbientSound(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) { RegisterObject(AmbientSound); // Ambient sounds always fade in this->setVolume(0); this->registerVariables(); } AmbientSound::~AmbientSound() { } void AmbientSound::preDestroy() { if (GameMode::playsSound()) { // Smoothly fade out by keeping a SmartPtr SoundManager::getInstance().unregisterAmbientSound(this); } } void AmbientSound::registerVariables() { registerVariable(ambientSource_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::ambientSourceChanged)); registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::loopingChanged)); registerVariable(pitch_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::pitchChanged)); registerVariable((int&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::stateChanged)); } void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AmbientSound, XMLPort, xmlelement, mode); BaseSound::XMLPortExtern(xmlelement, mode); XMLPortParam(AmbientSound, "ambientsource", setAmbientSource, getAmbientSource, xmlelement, mode); } void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AmbientSound, XMLEventPort, xmlelement, mode); XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode); } void AmbientSound::play() { if (GameMode::playsSound()) { SoundManager::getInstance().registerAmbientSound(this); } else BaseSound::play(); } void AmbientSound::doPlay() { BaseSound::play(); } void AmbientSound::stop() { if (GameMode::playsSound()) { SoundManager::getInstance().unregisterAmbientSound(this); } else BaseSound::stop(); } void AmbientSound::doStop() { BaseSound::stop(); } void AmbientSound::pause() { if (GameMode::playsSound()) { SoundManager::getInstance().pauseAmbientSound(this); } else BaseSound::pause(); } float AmbientSound::getRealVolume() { assert(GameMode::playsSound()); return SoundManager::getInstance().getRealVolume(SoundType::Music); } void AmbientSound::doPause() { BaseSound::pause(); } void AmbientSound::setAmbientSource(const std::string& source) { this->ambientSource_ = source; if (GameMode::playsSound()) { std::string path = "ambient/" + MoodManager::getInstance().getMood() + "/" + source; shared_ptr fileInfo = Resource::getInfo(path); if (fileInfo != NULL) this->setSource(path); else COUT(3) << "Sound: " << source << ": Not a valid name! Ambient sound will not change." << std::endl; } } void AmbientSound::changedActivity() { SUPER(AmbientSound, changedActivity); if (this->isActive()) this->play(); else this->stop(); } }