scummvm/engines/gob/sound/bgatmosphere.cpp
Max Horn 4cbe4ede66 COMMON: Registers RandomSources in constructor with the event recorder
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
2011-05-17 12:17:26 +02:00

139 lines
2.9 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/sounddesc.h"
namespace Gob {
BackgroundAtmosphere::BackgroundAtmosphere(Audio::Mixer &mixer) :
SoundMixer(mixer, Audio::Mixer::kMusicSoundType), _rnd("gobBA") {
_playMode = 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(PlayMode 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 kPlayModeLinear:
_queuePos = (_queuePos + 1) % _queue.size();
break;
case 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