/* 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 "titanic/sound/auto_music_player_base.h" #include "titanic/game_manager.h" namespace Titanic { BEGIN_MESSAGE_MAP(CAutoMusicPlayerBase, CGameObject) ON_MESSAGE(StatusChangeMsg) ON_MESSAGE(TimerMsg) ON_MESSAGE(LoadSuccessMsg) ON_MESSAGE(ChangeMusicMsg) END_MESSAGE_MAP() CAutoMusicPlayerBase::CAutoMusicPlayerBase() : CGameObject(), _initialMute(true), _isEnabled(false), _volumeMode(VOL_NORMAL), _transition(1) { } void CAutoMusicPlayerBase::save(SimpleFile *file, int indent) { file->writeNumberLine(1, indent); file->writeQuotedLine(_filename, indent); file->writeNumberLine(_initialMute, indent); file->writeNumberLine(_isEnabled, indent); file->writeNumberLine(_volumeMode, indent); file->writeNumberLine(_transition, indent); CGameObject::save(file, indent); } void CAutoMusicPlayerBase::load(SimpleFile *file) { file->readNumber(); _filename = file->readString(); _initialMute = file->readNumber(); _isEnabled = file->readNumber(); _volumeMode = (VolumeMode)file->readNumber(); _transition = file->readNumber(); CGameObject::load(file); } bool CAutoMusicPlayerBase::StatusChangeMsg(CStatusChangeMsg *msg) { return true; } bool CAutoMusicPlayerBase::TimerMsg(CTimerMsg *msg) { CChangeMusicMsg musicMsg; musicMsg._action = MUSIC_START; musicMsg.execute(this); return true; } bool CAutoMusicPlayerBase::LoadSuccessMsg(CLoadSuccessMsg *msg) { if (_isEnabled) { // WORKAROUND: A problem was encountered with the EmbLobby music player // not getting turned off when room was left, so was turned on again // when loading a savegame elsewhere. This guards against it CRoomItem *newRoom = getGameManager()->getRoom(); if (findRoom() != newRoom) { _isEnabled = false; return true; } playAmbientSound(_filename, _volumeMode, _initialMute, true, 0, Audio::Mixer::kMusicSoundType); } return true; } bool CAutoMusicPlayerBase::ChangeMusicMsg(CChangeMusicMsg *msg) { if (_isEnabled && msg->_action == MUSIC_STOP) { _isEnabled = false; stopAmbientSound(_transition, -1); } if (!msg->_filename.empty()) { _filename = msg->_filename; if (_isEnabled) { stopAmbientSound(_transition, -1); playAmbientSound(_filename, _volumeMode, _initialMute, true, 0, Audio::Mixer::kMusicSoundType); } } if (!_isEnabled && msg->_action == MUSIC_START) { _isEnabled = true; playAmbientSound(_filename, _volumeMode, _initialMute, true, 0, Audio::Mixer::kMusicSoundType); } return true; } } // End of namespace Titanic