/* * 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/XMLPort.h" #include "SoundManager.h" namespace orxonox { CreateFactory(AmbientSound); AmbientSound::AmbientSound(BaseObject* creator) : BaseObject(creator) { RegisterObject(AmbientSound); } AmbientSound::~AmbientSound() { } void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AmbientSound, XMLPort, xmlelement, mode); XMLPortParamExtern(AmbientSound, BaseSound, this, "source", setSource, getSource, xmlelement, mode); XMLPortParamExtern(AmbientSound, BaseSound, this, "loop", setLoop, getLoop, xmlelement, mode); XMLPortParamExtern(AmbientSound, BaseSound, this, "playOnLoad", setPlayOnLoad, getPlayOnLoad, 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() { COUT(3) << this->getSource() << ": Playing" << std::endl; if(GameMode::playsSound()) { SoundManager::getInstance().registerAmbientSound(this); this->BaseSound::play(); } } void AmbientSound::replay() { this->BaseSound::play(); } void AmbientSound::stop() { if(GameMode::playsSound()) { SoundManager::getInstance().unregisterAmbientSound(this); } } void AmbientSound::doStop() { this->BaseSound::stop(); } void AmbientSound::setSource(const std::string& source) { if(source.find('/') == std::string.npos && GameMode::playsSound()) { std::string filePath = SoundManager::getInstance().getAmbientPath(source); if(!(filePath.empty())) { this->BaseSound::setSource(filePath); return; } } COUT(3) << source << ": Not a valid name! Ambient sound will not change." << std::endl; } void AmbientSound::changedActivity() { COUT(3) << this->getSource() << ": ChangedActivity: " << this->isActive() << std::endl; this->BaseObject::changedActivity(); if(this->isActive()) { this->play(); } else { this->stop(); } } }