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source: code/branches/presentation2/src/orxonox/sound/AmbientSound.cc @ 6322

Last change on this file since 6322 was 6322, checked in by rgrieder, 15 years ago

Added audio source management. This should reduce the problems when loading too many sounds.
However if there are too many players shooting at the same time, some sounds may still not play.

  • Property svn:eol-style set to native
File size: 4.6 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), Synchronisable(creator)
45    {
46        RegisterObject(AmbientSound);
47
48        // Ambient sounds always fade in
49        this->setVolume(0);
50        this->registerVariables();
51    }
52
53    AmbientSound::~AmbientSound()
54    {
55    }
56   
57    void AmbientSound::registerVariables()
58    {
59        registerVariable(volume_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::volumeChanged));
60        registerVariable(ambientSource_, ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::ambientSourceChanged));
61        registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::loopingChanged));
62        registerVariable(pitch_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::pitchChanged));
63        registerVariable((int&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::stateChanged));
64    }
65
66    void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(AmbientSound, XMLPort, xmlelement, mode);
69        BaseSound::XMLPortExtern(xmlelement, mode);
70        XMLPortParam(AmbientSound, "ambientsource", setAmbientSource, getAmbientSource, xmlelement, mode);
71    }
72
73    void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
74    {
75        SUPER(AmbientSound, XMLEventPort, xmlelement, mode);
76        XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode);
77    }
78
79    void AmbientSound::play()
80    {
81        if (GameMode::playsSound())
82        {
83            SoundManager::getInstance().registerAmbientSound(this);
84        }
85        else
86            BaseSound::play();
87    }
88
89    void AmbientSound::doPlay()
90    {
91        BaseSound::play();
92    }
93
94    void AmbientSound::stop()
95    {
96        if (GameMode::playsSound())
97        {
98            SoundManager::getInstance().unregisterAmbientSound(this);
99        }
100        else
101            BaseSound::stop();
102    }
103
104    void AmbientSound::doStop()
105    {
106        BaseSound::stop();
107    }
108
109    void AmbientSound::pause()
110    {
111        if (GameMode::playsSound())
112        {
113            SoundManager::getInstance().pauseAmbientSound(this);
114        }
115        else
116            BaseSound::pause();
117    }
118   
119    float AmbientSound::getVolumeGain()
120    {
121        assert(GameMode::playsSound());
122        return SoundManager::getInstance().getVolume(SoundType::ambient);
123    }
124
125    void AmbientSound::doPause()
126    {
127        BaseSound::pause();
128    }
129
130    void AmbientSound::setAmbientSource(const std::string& source)
131    {
132        this->ambientSource_ = source;
133        if (GameMode::playsSound())
134        {
135            std::string path = "ambient/" + MoodManager::getInstance().getMood() + "/" + source;
136            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
137            if (fileInfo != NULL)
138                this->setSource(path);
139            else
140                COUT(3) << "Sound: " << source << ": Not a valid name! Ambient sound will not change." << std::endl;       
141        }
142    }
143
144    void AmbientSound::changedActivity()
145    {
146        SUPER(AmbientSound, changedActivity);
147        if (this->isActive())
148            this->play();
149        else 
150            this->stop();
151    }
152}
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