/* 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_sound_player.h" namespace Titanic { BEGIN_MESSAGE_MAP(CAutoSoundPlayer, CGameObject) ON_MESSAGE(TurnOn) ON_MESSAGE(TurnOff) ON_MESSAGE(SignalObject) ON_MESSAGE(SetVolumeMsg) ON_MESSAGE(LoadSuccessMsg) END_MESSAGE_MAP() CAutoSoundPlayer::CAutoSoundPlayer() : CGameObject(), _unused(0), _volume(70), _balance(0), _repeated(false), _soundHandle(-1), _stopSeconds(0), _startSeconds(-1), _active(false), _isVectorSound(false) { } void CAutoSoundPlayer::save(SimpleFile *file, int indent) { file->writeNumberLine(1, indent); file->writeNumberLine(_unused, indent); file->writeQuotedLine(_filename, indent); file->writeNumberLine(_volume, indent); file->writeNumberLine(_balance, indent); file->writeNumberLine(_repeated, indent); file->writeNumberLine(_soundHandle, indent); file->writeNumberLine(_stopSeconds, indent); file->writeNumberLine(_startSeconds, indent); file->writeNumberLine(_active, indent); file->writeNumberLine(_isVectorSound, indent); CGameObject::save(file, indent); } void CAutoSoundPlayer::load(SimpleFile *file) { file->readNumber(); _unused = file->readNumber(); _filename = file->readString(); _volume = file->readNumber(); _balance = file->readNumber(); _repeated = file->readNumber(); _soundHandle = file->readNumber(); _stopSeconds = file->readNumber(); _startSeconds = file->readNumber(); _active = file->readNumber(); _isVectorSound = file->readNumber(); CGameObject::load(file); } bool CAutoSoundPlayer::TurnOn(CTurnOn *msg) { if (_soundHandle == -1) { CProximity prox; prox._balance = _balance; prox._repeated = _repeated; if (_isVectorSound) prox._positioningMode = POSMODE_VECTOR; prox._channelVolume = (_startSeconds == -1) ? _volume : 0; _soundHandle = playSound(_filename, prox); if (_startSeconds != -1) setSoundVolume(_soundHandle, _volume, _startSeconds); _active = true; } return true; } bool CAutoSoundPlayer::TurnOff(CTurnOff *msg) { if (_soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, _stopSeconds); _soundHandle = -1; _active = false; } return true; } bool CAutoSoundPlayer::SignalObject(CSignalObject *msg) { if (_soundHandle != -1) { if (isSoundActive(_soundHandle)) stopSound(_soundHandle, msg->_numValue); _soundHandle = -1; _active = false; } return true; } bool CAutoSoundPlayer::SetVolumeMsg(CSetVolumeMsg *msg) { if (_soundHandle != -1 && isSoundActive(_soundHandle)) setSoundVolume(_soundHandle, msg->_volume, msg->_secondsTransition); return true; } bool CAutoSoundPlayer::LoadSuccessMsg(CLoadSuccessMsg *msg) { if (_active) { _soundHandle = -1; _active = false; CTurnOn onMsg; onMsg.execute(this); } return true; } } // End of namespace Titanic