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source: code/branches/presentation2/src/orxonox/sound/AmbientSound.cc @ 6354

Last change on this file since 6354 was 6349, checked in by rgrieder, 15 years ago

Overriding preDestroy() in AmbientSound to make them fade out when the level unloads.
@Kevin: this should also prevent the random bug you showed me when reloading a level with ambient sound.

  • 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::preDestroy()
58    {
59        if (GameMode::playsSound())
60        {
61            // Smoothly fade out by keeping a SmartPtr
62            SoundManager::getInstance().unregisterAmbientSound(this);
63        }
64    }
65   
66    void AmbientSound::registerVariables()
67    {
68        registerVariable(ambientSource_, ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::ambientSourceChanged));
69        registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::loopingChanged));
70        registerVariable(pitch_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::pitchChanged));
71        registerVariable((int&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::stateChanged));
72    }
73
74    void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
75    {
76        SUPER(AmbientSound, XMLPort, xmlelement, mode);
77        BaseSound::XMLPortExtern(xmlelement, mode);
78        XMLPortParam(AmbientSound, "ambientsource", setAmbientSource, getAmbientSource, xmlelement, mode);
79    }
80
81    void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
82    {
83        SUPER(AmbientSound, XMLEventPort, xmlelement, mode);
84        XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode);
85    }
86
87    void AmbientSound::play()
88    {
89        if (GameMode::playsSound())
90        {
91            SoundManager::getInstance().registerAmbientSound(this);
92        }
93        else
94            BaseSound::play();
95    }
96
97    void AmbientSound::doPlay()
98    {
99        BaseSound::play();
100    }
101
102    void AmbientSound::stop()
103    {
104        if (GameMode::playsSound())
105        {
106            SoundManager::getInstance().unregisterAmbientSound(this);
107        }
108        else
109            BaseSound::stop();
110    }
111
112    void AmbientSound::doStop()
113    {
114        BaseSound::stop();
115    }
116
117    void AmbientSound::pause()
118    {
119        if (GameMode::playsSound())
120        {
121            SoundManager::getInstance().pauseAmbientSound(this);
122        }
123        else
124            BaseSound::pause();
125    }
126   
127    float AmbientSound::getVolumeGain()
128    {
129        assert(GameMode::playsSound());
130        return SoundManager::getInstance().getVolume(SoundType::ambient);
131    }
132
133    void AmbientSound::doPause()
134    {
135        BaseSound::pause();
136    }
137
138    void AmbientSound::setAmbientSource(const std::string& source)
139    {
140        this->ambientSource_ = source;
141        if (GameMode::playsSound())
142        {
143            std::string path = "ambient/" + MoodManager::getInstance().getMood() + "/" + source;
144            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
145            if (fileInfo != NULL)
146                this->setSource(path);
147            else
148                COUT(3) << "Sound: " << source << ": Not a valid name! Ambient sound will not change." << std::endl;       
149        }
150    }
151
152    void AmbientSound::changedActivity()
153    {
154        SUPER(AmbientSound, changedActivity);
155        if (this->isActive())
156            this->play();
157        else 
158            this->stop();
159    }
160}
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