scummvm/engines/wintermute/BSound.cpp
2012-06-02 12:42:10 +02:00

267 lines
7.5 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "BSound.h"
#include "BGame.h"
#include "BSoundMgr.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CBSound, false)
//////////////////////////////////////////////////////////////////////////
CBSound::CBSound(CBGame *inGame): CBBase(inGame) {
_sound = NULL;
_soundFilename = NULL;
_soundType = SOUND_SFX;
_soundStreamed = false;
_soundLooping = false;
_soundPlaying = false;
_soundPaused = false;
_soundFreezePaused = false;
_soundPosition = 0;
_soundPrivateVolume = 0;
_soundLoopStart = 0;
_sFXType = SFX_NONE;
_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
}
//////////////////////////////////////////////////////////////////////////
CBSound::~CBSound() {
if (_sound) Game->_soundMgr->removeSound(_sound);
_sound = NULL;
delete[] _soundFilename;
_soundFilename = NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetSound(char *Filename, TSoundType Type, bool Streamed) {
if (_sound) {
Game->_soundMgr->removeSound(_sound);
_sound = NULL;
}
delete[] _soundFilename;
_soundFilename = NULL;
_sound = Game->_soundMgr->addSound(Filename, Type, Streamed);
if (_sound) {
_soundFilename = new char[strlen(Filename) + 1];
strcpy(_soundFilename, Filename);
_soundType = Type;
_soundStreamed = Streamed;
return S_OK;
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetSoundSimple() {
_sound = Game->_soundMgr->addSound(_soundFilename, _soundType, _soundStreamed);
if (_sound) {
if (_soundPosition) _sound->SetPosition(_soundPosition);
_sound->SetLooping(_soundLooping);
_sound->SetPrivateVolume(_soundPrivateVolume);
_sound->SetLoopStart(_soundLoopStart);
_sound->_freezePaused = _soundFreezePaused;
if (_soundPlaying) return _sound->Resume();
else return S_OK;
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSound::GetLength() {
if (_sound) return _sound->GetLength();
else return 0;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Play(bool Looping) {
if (_sound) {
_soundPaused = false;
return _sound->Play(Looping, _soundPosition);
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Stop() {
if (_sound) {
_soundPaused = false;
return _sound->Stop();
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Pause(bool FreezePaused) {
if (_sound) {
_soundPaused = true;
if (FreezePaused) _sound->_freezePaused = true;
return _sound->Pause();
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Resume() {
if (_sound && _soundPaused) {
_soundPaused = false;
return _sound->Resume();
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Persist(CBPersistMgr *PersistMgr) {
if (PersistMgr->_saving && _sound) {
_soundPlaying = _sound->IsPlaying();
_soundLooping = _sound->_looping;
_soundPrivateVolume = _sound->_privateVolume;
if (_soundPlaying) _soundPosition = _sound->GetPosition();
_soundLoopStart = _sound->_loopStart;
_soundFreezePaused = _sound->_freezePaused;
}
if (PersistMgr->_saving) {
_sFXType = SFX_NONE;
_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
}
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(_soundFilename));
PersistMgr->Transfer(TMEMBER(_soundLooping));
PersistMgr->Transfer(TMEMBER(_soundPaused));
PersistMgr->Transfer(TMEMBER(_soundFreezePaused));
PersistMgr->Transfer(TMEMBER(_soundPlaying));
PersistMgr->Transfer(TMEMBER(_soundPosition));
PersistMgr->Transfer(TMEMBER(_soundPrivateVolume));
PersistMgr->Transfer(TMEMBER(_soundStreamed));
PersistMgr->Transfer(TMEMBER_INT(_soundType));
PersistMgr->Transfer(TMEMBER(_soundLoopStart));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSound::IsPlaying() {
return _sound && _sound->IsPlaying();
}
//////////////////////////////////////////////////////////////////////////
bool CBSound::IsPaused() {
return _sound && _soundPaused;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetPositionTime(uint32 Time) {
if (!_sound) return E_FAIL;
_soundPosition = Time;
HRESULT ret = _sound->SetPosition(_soundPosition);
if (_sound->IsPlaying()) _soundPosition = 0;
return ret;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSound::GetPositionTime() {
if (!_sound) return 0;
if (!_sound->IsPlaying()) return 0;
else return _sound->GetPosition();
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetVolume(int Volume) {
if (!_sound) return E_FAIL;
else return _sound->SetPrivateVolume(Volume);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetPrivateVolume(int Volume) {
if (!_sound) return E_FAIL;
else return _sound->_privateVolume = Volume;
}
//////////////////////////////////////////////////////////////////////////
int CBSound::GetVolume() {
if (!_sound) return 0;
else return _sound->_privateVolume;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetLoopStart(uint32 Pos) {
if (!_sound) return E_FAIL;
else {
_sound->SetLoopStart(Pos);
return S_OK;
}
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetPan(float Pan) {
if (_sound) return _sound->SetPan(Pan);
else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) {
if (!_sound) return S_OK;
if (Type != _sFXType || Param1 != _sFXParam1 || Param2 != _sFXParam2 || Param3 != _sFXParam3 || Param4 != _sFXParam4) {
HRESULT Ret = _sound->ApplyFX(Type, Param1, Param2, Param3, Param4);
_sFXType = Type;
_sFXParam1 = Param1;
_sFXParam2 = Param2;
_sFXParam3 = Param3;
_sFXParam4 = Param4;
return Ret;
}
return S_OK;
}
} // end of namespace WinterMute