/** Sound Object Extension Copyright (c) 2011-2012 Thomas Flecy This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "SoundWrapperBase.h" #include "GDL/RuntimeGame.h" #include "GDL/RessourcesLoader.h" ///////////////// SoundWrapperBase ///////////////// SoundWrapperBase::SoundWrapperBase() : m_filename("") { } SoundWrapperBase::~SoundWrapperBase() { } bool SoundWrapperBase::LoadFromFile(const std::string &filename, const RuntimeScene &scene) { if(LoadFromFileImpl(filename, scene)) { m_filename = filename; return true; } else { return false; } } /////////////////// SoundWrapper /////////////////// SoundWrapper::SoundWrapper() : SoundWrapperBase(), m_sound(), m_buffer() { } SoundWrapper::~SoundWrapper() { } void SoundWrapper::Play() { m_sound.Play(); } bool SoundWrapper::IsPlaying() const { return (m_sound.GetStatus() == sf::SoundSource::Playing); } void SoundWrapper::Pause() { m_sound.Pause(); } bool SoundWrapper::IsPausing() const { return (m_sound.GetStatus() == sf::SoundSource::Paused); } void SoundWrapper::Stop() { m_sound.Stop(); } bool SoundWrapper::IsStopped() const { return (m_sound.GetStatus() == sf::SoundSource::Stopped); } void SoundWrapper::SetPosition(sf::Vector3f position) { m_sound.SetPosition(position); } sf::Vector3f SoundWrapper::GetPosition() const { return m_sound.GetPosition(); } void SoundWrapper::SetVolume(float volume) { m_sound.SetVolume(volume); } float SoundWrapper::GetVolume() const { return m_sound.GetVolume(); } void SoundWrapper::SetAttenuation(float attenuation) { m_sound.SetAttenuation(attenuation); } float SoundWrapper::GetAttenuation() const { return m_sound.GetAttenuation(); } void SoundWrapper::SetMinDistance(float minDist) { m_sound.SetMinDistance(minDist); } float SoundWrapper::GetMinDistance() const { return m_sound.GetMinDistance(); } void SoundWrapper::SetLooping(bool is) { m_sound.SetLoop(is); } bool SoundWrapper::IsLooping() const { return m_sound.GetLoop(); } void SoundWrapper::SetPitch(float pitch) { m_sound.SetPitch(pitch); } float SoundWrapper::GetPitch() const { return m_sound.GetPitch(); } bool SoundWrapper::LoadFromFileImpl(const std::string &filename, const RuntimeScene &scene) { #if defined(GD_IDE_ONLY) if(m_buffer.LoadFromFile(filename)) { m_sound.SetBuffer(m_buffer); } #else if(RessourcesLoader::GetInstance()->HasFile(filename)) { if(m_buffer.LoadFromMemory(RessourcesLoader::GetInstance()->LoadBinaryFile(filename), RessourcesLoader::GetInstance()->GetBinaryFileSize(filename))) { m_sound.SetBuffer(m_buffer); return true; } } #endif return false; } /////////////////// MusicWrapper /////////////////// MusicWrapper::MusicWrapper() : SoundWrapperBase(), m_music() { } MusicWrapper::~MusicWrapper() { } void MusicWrapper::Play() { m_music.Play(); } bool MusicWrapper::IsPlaying() const { return (m_music.GetStatus() == sf::SoundSource::Playing); } void MusicWrapper::Pause() { m_music.Pause(); } bool MusicWrapper::IsPausing() const { return (m_music.GetStatus() == sf::SoundSource::Paused); } void MusicWrapper::Stop() { m_music.Stop(); } bool MusicWrapper::IsStopped() const { return (m_music.GetStatus() == sf::SoundSource::Stopped); } void MusicWrapper::SetPosition(sf::Vector3f position) { m_music.SetPosition(position); } sf::Vector3f MusicWrapper::GetPosition() const { return m_music.GetPosition(); } void MusicWrapper::SetVolume(float volume) { m_music.SetVolume(volume); } float MusicWrapper::GetVolume() const { return m_music.GetVolume(); } void MusicWrapper::SetAttenuation(float attenuation) { m_music.SetAttenuation(attenuation); } float MusicWrapper::GetAttenuation() const { return m_music.GetAttenuation(); } void MusicWrapper::SetMinDistance(float minDist) { m_music.SetMinDistance(minDist); } float MusicWrapper::GetMinDistance() const { return m_music.GetMinDistance(); } void MusicWrapper::SetLooping(bool is) { m_music.SetLoop(is); } bool MusicWrapper::IsLooping() const { return m_music.GetLoop(); } void MusicWrapper::SetPitch(float pitch) { m_music.SetPitch(pitch); } float MusicWrapper::GetPitch() const { return m_music.GetPitch(); } bool MusicWrapper::LoadFromFileImpl(const std::string &filename, const RuntimeScene &scene) { #if defined(GD_IDE_ONLY) if(m_music.OpenFromFile(filename)) { return true; } #else if(RessourcesLoader::GetInstance()->HasFile(filename)) { if(m_music.OpenFromMemory(RessourcesLoader::GetInstance()->LoadBinaryFile(filename), RessourcesLoader::GetInstance()->GetBinaryFileSize(filename))) { return true; } } #endif return false; }