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c98e97e60a
Conflicts: .travis.yml Core/GDCore/BuiltinExtensions/SpriteExtension/Dialogs/SpriteObjectEditor.cpp Core/GDCore/Events/Builtin/ForEachEvent.h Core/GDCore/Events/Event.cpp Core/GDCore/Events/Event.h Core/GDCore/Events/EventMetadata.cpp Core/GDCore/Events/EventMetadata.h Core/GDCore/Events/ExpressionMetadata.h Core/GDCore/Events/Instruction.h Core/GDCore/Events/InstructionMetadata.h Core/GDCore/IDE/Dialogs/EditLayerDialog.cpp Core/GDCore/PlatformDefinition/Object.cpp Core/GDCore/PlatformDefinition/PlatformExtension.cpp Core/GDCore/PlatformDefinition/PlatformExtension.h Extensions/Function/Extension.cpp Extensions/TextObject/TextObject.h Extensions/TimedEvent/Extension.cpp GDCpp/GDCpp/BuiltinExtensions/CommonInstructionsExtension.cpp GDCpp/GDCpp/BuiltinExtensions/KeyboardTools.h GDCpp/GDCpp/BuiltinExtensions/MouseTools.h GDCpp/GDCpp/BuiltinExtensions/SceneExtension.cpp GDCpp/GDCpp/InputManager.cpp GDCpp/GDCpp/RuntimeSpriteObject.cpp GDCpp/GDCpp/RuntimeSpriteObject.h GDJS/GDJS/BuiltinExtensions/BaseObjectExtension.cpp GDJS/GDJS/BuiltinExtensions/CommonInstructionsExtension.cpp GDJS/GDJS/BuiltinExtensions/SceneExtension.cpp GDJS/GDJS/BuiltinExtensions/VariablesExtension.cpp GDJS/GDJS/Exporter.cpp GDJS/GDJS/Exporter.h IDE/Dialogs/ObjectsEditor.cpp IDE/Preferences.cpp
366 lines
9.7 KiB
C++
366 lines
9.7 KiB
C++
/**
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Sound Object Extension
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Copyright (c) 2011-2012 Thomas Flecy
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This project is released under the MIT License.
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*/
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#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
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#include <wx/wx.h> //Must be placed first, otherwise we get errors relative to "cannot convert 'const TCHAR*'..." in wx/msw/winundef.h
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#endif
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#include <SFML/Graphics.hpp>
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#include "GDCore/Tools/Localization.h"
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#include "GDCpp/Object.h"
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#include "GDCpp/ImageManager.h"
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#include "GDCpp/Serialization/SerializerElement.h"
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#include "GDCpp/Position.h"
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#include "GDCpp/CommonTools.h"
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#include "SoundObject.h"
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#include "SoundWrapperBase.h"
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#if defined(GD_IDE_ONLY)
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#include "GDCore/IDE/AbstractFileSystem.h"
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#include "GDCore/IDE/ArbitraryResourceWorker.h"
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#include "GDCore/IDE/Dialogs/MainFrameWrapper.h"
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#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
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#include "SoundObjectEditor.h"
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#endif
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#if defined(GD_IDE_ONLY)
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sf::Texture SoundObject::soundIcon;
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sf::Sprite SoundObject::soundSprite;
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#endif
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using namespace std;
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SoundObject::SoundObject(std::string name_) :
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Object(name_),
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type("Sound"),
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zPos(0),
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volume(100),
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attenuation(1),
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minDist(1),
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loop(true),
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pitch(1)
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{
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}
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RuntimeSoundObject::RuntimeSoundObject(RuntimeScene & scene_, const gd::Object & object) :
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RuntimeObject(scene_, object),
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m_sound(NULL)
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{
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const SoundObject & soundObject = static_cast<const SoundObject&>(object);
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SetSoundType(soundObject.GetSoundType());
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SetSoundFileName(soundObject.GetSoundFileName());
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SetVolume(soundObject.GetVolume());
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SetAttenuation(soundObject.GetAttenuation());
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SetLooping(soundObject.IsLooping());
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SetMinDistance(soundObject.GetMinDistance());
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SetPitch(soundObject.GetPitch());
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SetZPos(soundObject.GetZPos());
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ReloadSound(scene_);
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Stop();
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}
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RuntimeSoundObject& RuntimeSoundObject::operator=(const RuntimeSoundObject &other)
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{
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if ( &other != this )
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Init(other);
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return *this;
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}
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RuntimeSoundObject::RuntimeSoundObject(const RuntimeSoundObject &other) :
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RuntimeObject(other),
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m_sound(NULL)
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{
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Init(other);
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}
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void RuntimeSoundObject::Init(const RuntimeSoundObject &other)
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{
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SetSoundType(other.m_type);
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SetSoundFileName(other.GetSoundFileName());
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SetVolume(other.GetVolume());
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SetAttenuation(other.GetAttenuation());
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SetLooping(other.IsLooping());
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SetMinDistance(other.GetMinDistance());
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SetPitch(other.GetPitch());
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SetZPos(other.GetZPos());
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Stop();
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}
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RuntimeSoundObject::~RuntimeSoundObject()
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{
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Stop();
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if (m_sound != NULL) delete m_sound;
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}
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void SoundObject::DoUnserializeFrom(gd::Project & project, const gd::SerializerElement & element)
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{
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SetSoundType(element.GetChild("type", 0, "Type").GetValue().GetString());
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SetSoundFileName(element.GetChild("filename", 0, "Filename").GetValue().GetString());
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SetPitch(element.GetChild("volume", 0, "Volume").GetValue().GetDouble());
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SetPitch(element.GetChild("pitch", 0, "Pitch").GetValue().GetDouble());
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SetMinDistance(element.GetChild("minDistance", 0, "MinDistance").GetValue().GetDouble());
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SetAttenuation(element.GetChild("attenuation", 0, "Attenuation").GetValue().GetDouble());
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SetLooping(element.GetChild("loop", 0, "Loop").GetValue().GetBool());
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SetZPos(element.GetChild("zPos", 0, "ZPos").GetValue().GetDouble());
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}
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void SoundObject::SetSoundFileName(const std::string & soundfilename)
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{
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fileName = soundfilename;
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#if defined(GD_IDE_ONLY)
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fileName = gd::AbstractFileSystem::NormalizeSeparator(fileName);
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#endif
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};
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#if defined(GD_IDE_ONLY)
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void SoundObject::DoSerializeTo(gd::SerializerElement & element) const
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{
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element.AddChild("type").SetValue(type);
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element.AddChild("filename").SetValue(fileName);
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element.AddChild("loop").SetValue(IsLooping());
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element.AddChild("volume").SetValue(GetVolume());
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element.AddChild("pitch").SetValue(GetPitch());
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element.AddChild("attenuation").SetValue(GetAttenuation());
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element.AddChild("minDistance").SetValue(GetMinDistance());
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element.AddChild("zPos").SetValue(GetZPos());
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}
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#endif
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#if defined(GD_IDE_ONLY)
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void SoundObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
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{
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soundSprite.setPosition(instance.GetX(), instance.GetY());
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renderTarget.draw(soundSprite);
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}
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void SoundObject::LoadEdittimeIcon()
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{
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soundIcon.loadFromFile("CppPlatform/Extensions/soundicon32.png");
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soundSprite.setTexture(soundIcon);
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}
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std::map<std::string, gd::PropertyDescriptor> SoundObject::GetInitialInstanceProperties(const gd::InitialInstance & position, gd::Project & game, gd::Layout & scene)
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{
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std::map<std::string, gd::PropertyDescriptor> properties;
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properties[GD_T("Z")] = position.floatInfos.find("z") != position.floatInfos.end() ?
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ToString(position.floatInfos.find("z")->second) :
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"0";
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return properties;
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}
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bool SoundObject::UpdateInitialInstanceProperty(gd::InitialInstance & position, const std::string & name, const std::string & value, gd::Project & game, gd::Layout & scene)
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{
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if ( name == GD_T("Z") ) position.floatInfos["z"] = ToFloat(value);
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return true;
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}
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void SoundObject::ExposeResources(gd::ArbitraryResourceWorker & worker)
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{
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worker.ExposeFile(fileName);
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}
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bool SoundObject::GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail) const
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{
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#if !defined(GD_NO_WX_GUI)
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thumbnail = wxBitmap("CppPlatform/Extensions/soundicon24.png", wxBITMAP_TYPE_ANY);
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#endif
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return true;
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}
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void SoundObject::EditObject( wxWindow* parent, gd::Project & game, gd::MainFrameWrapper & mainFrameWrapper )
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{
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#if !defined(GD_NO_WX_GUI)
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SoundObjectEditor dialog(parent, game, *this);
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dialog.ShowModal();
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#endif
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}
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void RuntimeSoundObject::GetPropertyForDebugger(unsigned int propertyNb, string & name, string & value) const
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{
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if ( propertyNb == 0 ) {name = GD_T("Sound level"); value = ToString(GetVolume());}
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else if ( propertyNb == 1 ) {name = GD_T("Minimal distance"); value = ToString(GetMinDistance());}
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else if ( propertyNb == 2 ) {name = GD_T("Attenuation"); value = ToString(GetAttenuation());}
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else if ( propertyNb == 3 ) {name = GD_T("Loop"); value = IsLooping() ? GD_T("Yes") : GD_T("No");}
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else if ( propertyNb == 4 ) {name = GD_T("Z Position"); value = ToString(GetZPos());}
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}
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bool RuntimeSoundObject::ChangeProperty(unsigned int propertyNb, string newValue)
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{
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if(propertyNb == 0) {SetVolume(ToFloat(newValue));}
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else if (propertyNb == 1) {SetMinDistance(ToFloat(newValue));}
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else if (propertyNb == 2) {SetAttenuation(ToFloat(newValue));}
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else if (propertyNb == 3) {SetLooping(!(newValue == GD_T("No")));}
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else if (propertyNb == 4) {SetZPos(ToFloat(newValue));}
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return true;
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}
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unsigned int RuntimeSoundObject::GetNumberOfProperties() const
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{
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return 5;
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}
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#endif
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bool RuntimeSoundObject::ExtraInitializationFromInitialInstance(const gd::InitialInstance & instance)
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{
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SetZPos(instance.floatInfos.find("z") != instance.floatInfos.end() ? instance.floatInfos.find("z")->second : 0);
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return true;
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}
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void RuntimeSoundObject::OnPositionChanged()
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{
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m_sound->SetPosition(sf::Vector3f(GetX(), GetY(), GetZPos()));
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}
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void RuntimeSoundObject::SetSoundFileName(const std::string & soundfilename)
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{
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fileName = soundfilename;
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if(m_sound)
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m_sound->SetFileName(fileName);
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}
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float RuntimeSoundObject::GetZPos() const
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{
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return m_sound->GetPosition().z;
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}
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void RuntimeSoundObject::SetZPos(float zpos)
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{
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if (m_sound)
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m_sound->SetPosition(sf::Vector3f(m_sound->GetPosition().x, m_sound->GetPosition().y, zpos));
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}
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void RuntimeSoundObject::SetSoundType(const std::string &type)
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{
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if(type == "Music")
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{
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if(m_sound)
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delete m_sound;
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m_sound = new MusicWrapper();
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m_type = type;
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}
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else
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{
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if(m_sound)
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delete m_sound;
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m_sound = new SoundWrapper();
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m_type = type;
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}
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}
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const std::string & RuntimeSoundObject::GetSoundType() const
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{
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return m_type;
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}
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bool RuntimeSoundObject::ReloadSound(const RuntimeScene &scene)
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{
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return m_sound->LoadFromFile(m_sound->GetFileName(), scene);
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}
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void RuntimeSoundObject::Play()
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{
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m_sound->Play();
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}
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void RuntimeSoundObject::Pause()
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{
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m_sound->Pause();
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}
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void RuntimeSoundObject::Stop()
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{
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m_sound->Stop();
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}
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bool RuntimeSoundObject::IsPlaying() const
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{
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return m_sound->IsPlaying();
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}
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bool RuntimeSoundObject::IsPaused() const
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{
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return m_sound->IsPausing();
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}
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bool RuntimeSoundObject::IsStopped() const
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{
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return m_sound->IsStopped();
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}
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void RuntimeSoundObject::SetVolume(float volume)
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{
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m_sound->SetVolume(volume);
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}
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float RuntimeSoundObject::GetVolume() const
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{
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return m_sound->GetVolume();
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}
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void RuntimeSoundObject::SetAttenuation(float attenuation)
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{
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m_sound->SetAttenuation(attenuation);
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}
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float RuntimeSoundObject::GetAttenuation() const
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{
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return m_sound->GetAttenuation();
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}
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void RuntimeSoundObject::SetMinDistance(float minDist)
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{
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m_sound->SetMinDistance(minDist);
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}
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float RuntimeSoundObject::GetMinDistance() const
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{
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return m_sound->GetMinDistance();
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}
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void RuntimeSoundObject::SetLooping(bool is)
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{
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m_sound->SetLooping(is);
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}
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bool RuntimeSoundObject::IsLooping() const
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{
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return m_sound->IsLooping();
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}
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void RuntimeSoundObject::SetPitch(float pitch)
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{
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m_sound->SetPitch(pitch);
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}
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float RuntimeSoundObject::GetPitch() const
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{
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return m_sound->GetPitch();
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}
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RuntimeObject * CreateRuntimeSoundObject(RuntimeScene & scene, const gd::Object & object)
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{
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return new RuntimeSoundObject(scene, object);
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}
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gd::Object * CreateSoundObject(std::string name)
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{
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return new SoundObject(name);
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}
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