/* 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/debug.h" #include "pink/archive.h" #include "pink/pink.h" #include "pink/sound.h" #include "pink/objects/actions/action_sound.h" #include "pink/objects/actors/actor.h" #include "pink/objects/pages/game_page.h" namespace Pink { ActionSound::ActionSound() : _sound(nullptr) {} ActionSound::~ActionSound(){ end(); } void ActionSound::deserialize(Archive &archive) { Action::deserialize(archive); archive >> _fileName; _volume = archive.readDWORD(); _isLoop = (bool) archive.readDWORD(); _isBackground = (bool) archive.readDWORD(); } void ActionSound::toConsole() { debug("\tActionSound: _name = %s, _fileName = %s, _volume = %u, _isLoop = %u," " _isBackground = %u", _name.c_str(), _fileName.c_str(), _volume, _isLoop, _isBackground); } void ActionSound::start(bool unk) { assert(!_sound); _sound = _actor->getPage()->loadSound(_fileName); Audio::Mixer::SoundType soundType = _isBackground ? Audio::Mixer::SoundType::kMusicSoundType : Audio::Mixer::SoundType::kSpeechSoundType; Director *director = _actor->getPage()->getGame()->getDirector(); director->addSound(this); _sound->play(soundType, _volume, _isLoop); if (_isLoop) _actor->endAction(); debug("Actor %s has now ActionSound %s", _actor->getName().c_str(), _name.c_str()); } void ActionSound::end() { if (_sound) { debug("ActionSound %s of Actor %s is ended", _name.c_str(), _actor->getName().c_str()); Director *director = _actor->getPage()->getGame()->getDirector(); director->removeSound(this); delete _sound; _sound = nullptr; } } void ActionSound::update() { if (!_sound->isPlaying()) _actor->endAction(); } void ActionSound::pause() { if (_sound) _sound->pause(); } void ActionSound::unpause() { if (_sound) _sound->resume(); } } // End of namespace Pink