/* 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