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https://github.com/libretro/scummvm.git
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140 lines
3.0 KiB
C++
140 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/array.h"
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#include "gob/sound/bgatmosphere.h"
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#include "gob/sound/sound.h"
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#include "gob/sound/sounddesc.h"
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namespace Gob {
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BackgroundAtmosphere::BackgroundAtmosphere(Audio::Mixer &mixer) :
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SoundMixer(mixer, Audio::Mixer::kMusicSoundType), _rnd("gobBA") {
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_playMode = Sound::kPlayModeLinear;
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_queuePos = -1;
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_shaded = false;
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_shadable = true;
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}
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BackgroundAtmosphere::~BackgroundAtmosphere() {
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queueClear();
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}
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void BackgroundAtmosphere::playBA() {
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Common::StackLock slock(_mutex);
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_queuePos = -1;
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getNextQueuePos();
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if (_queuePos == -1)
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return;
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SoundMixer::play(*_queue[_queuePos], 1, 0);
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}
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void BackgroundAtmosphere::stopBA() {
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SoundMixer::stop(0);
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}
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void BackgroundAtmosphere::setPlayMode(Sound::BackgroundPlayMode mode) {
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_playMode = mode;
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}
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void BackgroundAtmosphere::queueSample(SoundDesc &sndDesc) {
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Common::StackLock slock(_mutex);
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_queue.push_back(&sndDesc);
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}
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void BackgroundAtmosphere::queueClear() {
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Common::StackLock slock(_mutex);
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SoundMixer::stop(0);
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for (uint i = 0; i < _queue.size(); i++)
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delete _queue[i];
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_queue.clear();
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_queuePos = -1;
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}
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void BackgroundAtmosphere::checkEndSample() {
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Common::StackLock slock(_mutex);
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getNextQueuePos();
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if (_queuePos == -1) {
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_end = true;
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_playingSound = 0;
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} else {
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SoundMixer::setSample(*_queue[_queuePos], 1, 0, 0);
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if (_shaded)
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_fadeVol = 20000;
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}
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}
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void BackgroundAtmosphere::getNextQueuePos() {
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if (_queue.size() == 0) {
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_queuePos = -1;
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return;
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}
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switch (_playMode) {
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case Sound::kPlayModeLinear:
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_queuePos = (_queuePos + 1) % _queue.size();
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break;
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case Sound::kPlayModeRandom:
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_queuePos = _rnd.getRandomNumber(_queue.size() - 1);
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break;
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}
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}
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void BackgroundAtmosphere::setShadable(bool shadable) {
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if (!shadable) {
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unshade();
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_shadable = false;
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} else
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_shadable = true;
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}
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void BackgroundAtmosphere::shade() {
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if (!_shadable)
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return;
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_shaded = true;
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_fadeVol = 32768;
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}
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void BackgroundAtmosphere::unshade() {
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if (!_shadable)
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return;
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_shaded = false;
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_fadeVol = 65536;
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}
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} // End of namespace Gob
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