/* 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 "pink/cel_decoder.h" #include "pink/sound.h" #include "pink/objects/actors/actor.h" #include "pink/objects/actions/action_play_with_sfx.h" #include "pink/objects/pages/game_page.h" namespace Pink { void ActionPlayWithSfx::deserialize(Pink::Archive &archive) { ActionPlay::deserialize(archive); _isLoop = archive.readDWORD(); _sfxArray.deserialize(archive); } void ActionPlayWithSfx::toConsole() { debug("\tActionPlayWithSfx: _name = %s, _fileName = %s, z = %u, _startFrame = %u," " _endFrame = %d, _isLoop = %u", _name.c_str(), _fileName.c_str(), _z, _startFrame, _stopFrame, _isLoop); for (uint i = 0; i < _sfxArray.size(); ++i) { _sfxArray[i]->toConsole(); } } void ActionPlayWithSfx::update() { if ((_decoder->endOfVideo() || _decoder->getCurFrame() == _stopFrame) && _isLoop) { _decoder->rewind(); } else if (_decoder->endOfVideo() || _decoder->getCurFrame() == _stopFrame) { _decoder->stop(); _actor->endAction(); } updateSound(); } void ActionPlayWithSfx::onStart() { ActionPlay::onStart(); if (_isLoop) { _actor->endAction(); } updateSound(); } void ActionPlayWithSfx::updateSound() { if (!_actor->isPlaying() && !_isLoop) return; for (uint i = 0; i < _sfxArray.size(); ++i) { if (_sfxArray[i]->getFrame() == _decoder->getCurFrame()) { _sfxArray[i]->play(_actor->getPage()); } } } ActionPlayWithSfx::~ActionPlayWithSfx() { ActionPlay::end(); for (uint i = 0; i < _sfxArray.size(); ++i) { delete _sfxArray[i]; } } void ActionSfx::deserialize(Pink::Archive &archive) { _frame = archive.readDWORD(); _volume = archive.readDWORD(); _sfxName = archive.readString(); archive.readObject(); // pointer of ActionPlayWithSfx } void ActionSfx::toConsole() { debug("\t\tActionSfx: _sfx = %s, _volume = %u, _frame = %u", _sfxName.c_str(), _volume, _frame); } void ActionSfx::play(GamePage *page) { if (!_sound) _sound = page->loadSound(_sfxName); if (!_sound->isPlaying()) _sound->play(Audio::Mixer::SoundType::kSFXSoundType, _volume, 0); } ActionSfx::~ActionSfx() { end(); } uint32 ActionSfx::getFrame() { return _frame; } ActionSfx::ActionSfx() : _sound(nullptr) {} void ActionSfx::end() { delete _sound; _sound = nullptr; } } // End of namespace Pink