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source: code/trunk/src/orxonox/sound/AmbientSound.cc @ 7009

Last change on this file since 7009 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 4.5 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
38namespace orxonox
39{
40    CreateFactory(AmbientSound);
41
42    AmbientSound::AmbientSound(BaseObject* creator)
43        : BaseObject(creator)
44        , Synchronisable(creator)
45        , bPlayOnLoad_(false)
46    {
47        RegisterObject(AmbientSound);
48
49        // Ambient sounds always fade in
50        this->setVolume(0);
51        this->registerVariables();
52    }
53
54    void AmbientSound::preDestroy()
55    {
56        if (GameMode::playsSound())
57        {
58            // Smoothly fade out by keeping a SmartPtr
59            SoundManager::getInstance().unregisterAmbientSound(this);
60        }
61    }
62
63    void AmbientSound::registerVariables()
64    {
65        registerVariable(ambientSource_, ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::ambientSourceChanged));
66        registerVariable(bLooping_,      ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::loopingChanged));
67        registerVariable(pitch_,         ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::pitchChanged));
68        registerVariable(bPlayOnLoad_,   ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::playOnLoadChanged));
69    }
70
71    void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
73        SUPER(AmbientSound, XMLPort, xmlelement, mode);
74        BaseSound::XMLPortExtern(xmlelement, mode);
75        XMLPortParam(AmbientSound, "ambientSource", setAmbientSource, getAmbientSource, xmlelement, mode);
76        XMLPortParam(AmbientSound, "playOnLoad", setPlayOnLoad, getPlayOnLoad, xmlelement, mode);
77    }
78
79    void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
80    {
81        SUPER(AmbientSound, XMLEventPort, xmlelement, mode);
82        XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode);
83    }
84
85    void AmbientSound::play()
86    {
87        if (GameMode::playsSound())
88            SoundManager::getInstance().registerAmbientSound(this);
89    }
90
91    void AmbientSound::stop()
92    {
93        if (GameMode::playsSound())
94            SoundManager::getInstance().unregisterAmbientSound(this);
95    }
96
97    void AmbientSound::pause()
98    {
99        if (GameMode::playsSound())
100            SoundManager::getInstance().pauseAmbientSound(this);
101    }
102
103    float AmbientSound::getRealVolume()
104    {
105        assert(GameMode::playsSound());
106        return SoundManager::getInstance().getRealVolume(SoundType::Music);
107    }
108
109    void AmbientSound::setAmbientSource(const std::string& source)
110    {
111        this->ambientSource_ = source;
112        this->moodChanged(this->getMood());
113    }
114
115    void AmbientSound::moodChanged(const std::string& mood)
116    {
117        if (GameMode::playsSound())
118        {
119            const std::string& path = "ambient/" + MoodManager::getInstance().getMood() + '/' + this->ambientSource_;
120            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
121            if (fileInfo != NULL)
122                this->setSource(path);
123            else
124                COUT(3) << "Sound: " << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << std::endl;
125        }
126    }
127
128    void AmbientSound::setPlayOnLoad(bool val)
129    {
130        this->bPlayOnLoad_ = val;
131        if (val)
132            this->play();
133    }
134
135    void AmbientSound::changedActivity()
136    {
137        SUPER(AmbientSound, changedActivity);
138        if (this->isActive())
139            this->play();
140        else
141            this->stop();
142    }
143}
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