scummvm/engines/gob/sound/bgatmosphere.cpp
2016-04-14 17:18:33 +03:00

140 lines
3.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
*/
#include "common/array.h"
#include "gob/sound/bgatmosphere.h"
#include "gob/sound/sound.h"
#include "gob/sound/sounddesc.h"
namespace Gob {
BackgroundAtmosphere::BackgroundAtmosphere(Audio::Mixer &mixer) :
SoundMixer(mixer, Audio::Mixer::kMusicSoundType), _rnd("gobBA") {
_playMode = Sound::kPlayModeLinear;
_queuePos = -1;
_shaded = false;
_shadable = true;
}
BackgroundAtmosphere::~BackgroundAtmosphere() {
queueClear();
}
void BackgroundAtmosphere::playBA() {
Common::StackLock slock(_mutex);
_queuePos = -1;
getNextQueuePos();
if (_queuePos == -1)
return;
SoundMixer::play(*_queue[_queuePos], 1, 0);
}
void BackgroundAtmosphere::stopBA() {
SoundMixer::stop(0);
}
void BackgroundAtmosphere::setPlayMode(Sound::BackgroundPlayMode mode) {
_playMode = mode;
}
void BackgroundAtmosphere::queueSample(SoundDesc &sndDesc) {
Common::StackLock slock(_mutex);
_queue.push_back(&sndDesc);
}
void BackgroundAtmosphere::queueClear() {
Common::StackLock slock(_mutex);
SoundMixer::stop(0);
for (uint i = 0; i < _queue.size(); i++)
delete _queue[i];
_queue.clear();
_queuePos = -1;
}
void BackgroundAtmosphere::checkEndSample() {
Common::StackLock slock(_mutex);
getNextQueuePos();
if (_queuePos == -1) {
_end = true;
_playingSound = 0;
} else {
SoundMixer::setSample(*_queue[_queuePos], 1, 0, 0);
if (_shaded)
_fadeVol = 20000;
}
}
void BackgroundAtmosphere::getNextQueuePos() {
if (_queue.size() == 0) {
_queuePos = -1;
return;
}
switch (_playMode) {
case Sound::kPlayModeLinear:
_queuePos = (_queuePos + 1) % _queue.size();
break;
case Sound::kPlayModeRandom:
_queuePos = _rnd.getRandomNumber(_queue.size() - 1);
break;
}
}
void BackgroundAtmosphere::setShadable(bool shadable) {
if (!shadable) {
unshade();
_shadable = false;
} else
_shadable = true;
}
void BackgroundAtmosphere::shade() {
if (!_shadable)
return;
_shaded = true;
_fadeVol = 32768;
}
void BackgroundAtmosphere::unshade() {
if (!_shadable)
return;
_shaded = false;
_fadeVol = 65536;
}
} // End of namespace Gob