scummvm/engines/wintermute/BSound.cpp
2012-06-02 12:12:22 +02:00

267 lines
7.6 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) {
m_Sound = NULL;
m_SoundFilename = NULL;
m_SoundType = SOUND_SFX;
m_SoundStreamed = false;
m_SoundLooping = false;
m_SoundPlaying = false;
m_SoundPaused = false;
m_SoundFreezePaused = false;
m_SoundPosition = 0;
m_SoundPrivateVolume = 0;
m_SoundLoopStart = 0;
m_SFXType = SFX_NONE;
m_SFXParam1 = m_SFXParam2 = m_SFXParam3 = m_SFXParam4 = 0;
}
//////////////////////////////////////////////////////////////////////////
CBSound::~CBSound() {
if (m_Sound) Game->m_SoundMgr->RemoveSound(m_Sound);
m_Sound = NULL;
delete[] m_SoundFilename;
m_SoundFilename = NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetSound(char *Filename, TSoundType Type, bool Streamed) {
if (m_Sound) {
Game->m_SoundMgr->RemoveSound(m_Sound);
m_Sound = NULL;
}
delete[] m_SoundFilename;
m_SoundFilename = NULL;
m_Sound = Game->m_SoundMgr->AddSound(Filename, Type, Streamed);
if (m_Sound) {
m_SoundFilename = new char[strlen(Filename) + 1];
strcpy(m_SoundFilename, Filename);
m_SoundType = Type;
m_SoundStreamed = Streamed;
return S_OK;
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetSoundSimple() {
m_Sound = Game->m_SoundMgr->AddSound(m_SoundFilename, m_SoundType, m_SoundStreamed);
if (m_Sound) {
if (m_SoundPosition) m_Sound->SetPosition(m_SoundPosition);
m_Sound->SetLooping(m_SoundLooping);
m_Sound->SetPrivateVolume(m_SoundPrivateVolume);
m_Sound->SetLoopStart(m_SoundLoopStart);
m_Sound->m_FreezePaused = m_SoundFreezePaused;
if (m_SoundPlaying) return m_Sound->Resume();
else return S_OK;
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSound::GetLength() {
if (m_Sound) return m_Sound->GetLength();
else return 0;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Play(bool Looping) {
if (m_Sound) {
m_SoundPaused = false;
return m_Sound->Play(Looping, m_SoundPosition);
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Stop() {
if (m_Sound) {
m_SoundPaused = false;
return m_Sound->Stop();
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Pause(bool FreezePaused) {
if (m_Sound) {
m_SoundPaused = true;
if (FreezePaused) m_Sound->m_FreezePaused = true;
return m_Sound->Pause();
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Resume() {
if (m_Sound && m_SoundPaused) {
m_SoundPaused = false;
return m_Sound->Resume();
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::Persist(CBPersistMgr *PersistMgr) {
if (PersistMgr->m_Saving && m_Sound) {
m_SoundPlaying = m_Sound->IsPlaying();
m_SoundLooping = m_Sound->m_Looping;
m_SoundPrivateVolume = m_Sound->m_PrivateVolume;
if (m_SoundPlaying) m_SoundPosition = m_Sound->GetPosition();
m_SoundLoopStart = m_Sound->m_LoopStart;
m_SoundFreezePaused = m_Sound->m_FreezePaused;
}
if (PersistMgr->m_Saving) {
m_SFXType = SFX_NONE;
m_SFXParam1 = m_SFXParam2 = m_SFXParam3 = m_SFXParam4 = 0;
}
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(m_SoundFilename));
PersistMgr->Transfer(TMEMBER(m_SoundLooping));
PersistMgr->Transfer(TMEMBER(m_SoundPaused));
PersistMgr->Transfer(TMEMBER(m_SoundFreezePaused));
PersistMgr->Transfer(TMEMBER(m_SoundPlaying));
PersistMgr->Transfer(TMEMBER(m_SoundPosition));
PersistMgr->Transfer(TMEMBER(m_SoundPrivateVolume));
PersistMgr->Transfer(TMEMBER(m_SoundStreamed));
PersistMgr->Transfer(TMEMBER_INT(m_SoundType));
PersistMgr->Transfer(TMEMBER(m_SoundLoopStart));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSound::IsPlaying() {
return m_Sound && m_Sound->IsPlaying();
}
//////////////////////////////////////////////////////////////////////////
bool CBSound::IsPaused() {
return m_Sound && m_SoundPaused;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetPositionTime(uint32 Time) {
if (!m_Sound) return E_FAIL;
m_SoundPosition = Time;
HRESULT ret = m_Sound->SetPosition(m_SoundPosition);
if (m_Sound->IsPlaying()) m_SoundPosition = 0;
return ret;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSound::GetPositionTime() {
if (!m_Sound) return 0;
if (!m_Sound->IsPlaying()) return 0;
else return m_Sound->GetPosition();
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetVolume(int Volume) {
if (!m_Sound) return E_FAIL;
else return m_Sound->SetPrivateVolume(Volume);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetPrivateVolume(int Volume) {
if (!m_Sound) return E_FAIL;
else return m_Sound->m_PrivateVolume = Volume;
}
//////////////////////////////////////////////////////////////////////////
int CBSound::GetVolume() {
if (!m_Sound) return 0;
else return m_Sound->m_PrivateVolume;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetLoopStart(uint32 Pos) {
if (!m_Sound) return E_FAIL;
else {
m_Sound->SetLoopStart(Pos);
return S_OK;
}
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::SetPan(float Pan) {
if (m_Sound) return m_Sound->SetPan(Pan);
else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSound::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) {
if (!m_Sound) return S_OK;
if (Type != m_SFXType || Param1 != m_SFXParam1 || Param2 != m_SFXParam2 || Param3 != m_SFXParam3 || Param4 != m_SFXParam4) {
HRESULT Ret = m_Sound->ApplyFX(Type, Param1, Param2, Param3, Param4);
m_SFXType = Type;
m_SFXParam1 = Param1;
m_SFXParam2 = Param2;
m_SFXParam3 = Param3;
m_SFXParam4 = Param4;
return Ret;
}
return S_OK;
}
} // end of namespace WinterMute