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/* 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 "bbvs/sound.h"
#include "audio/audiostream.h"
#include "audio/decoders/aiff.h"
#include "common/debug.h"
#include "common/file.h"
#include "common/system.h"
namespace Bbvs {
Sound::Sound() : _stream(0) {
}
Sound::~Sound() {
stop();
delete _stream;
}
void Sound::load(const Common::String &filename) {
Common::File *fd = new Common::File();
if (!fd->open(filename)) {
delete fd;
error("SoundMan::loadSound() Could not load %s", filename.c_str());
}
_stream = Audio::makeAIFFStream(fd, DisposeAfterUse::YES);
_filename = filename;
}
void Sound::play(bool loop) {
debug(0, "Sound::play() [%s] loop:%d", _filename.c_str(), loop);
stop();
_stream->rewind();
Audio::AudioStream *audioStream = Audio::makeLoopingAudioStream(_stream, loop ? 0 : 1);
g_system->getMixer()->playStream(Audio::Mixer::kSFXSoundType, &_handle, audioStream,
-1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
}
void Sound::stop() {
g_system->getMixer()->stopHandle(_handle);
}
bool Sound::isPlaying() {
return g_system->getMixer()->isSoundHandleActive(_handle);
}
SoundMan::~SoundMan() {
stopAllSounds();
unloadSounds();
}
void SoundMan::loadSound(const Common::String &filename) {
Sound *sound = new Sound();
sound->load(filename);
_sounds.push_back(sound);
}
void SoundMan::playSound(uint index, bool loop) {
_sounds[index]->play(loop);
}
void SoundMan::stopSound(uint index) {
_sounds[index]->stop();
}
bool SoundMan::isSoundPlaying(uint index) {
return _sounds[index]->isPlaying();
}
bool SoundMan::isAnySoundPlaying(uint *indices, uint count) {
for (uint i = 0; i < count; ++i)
if (isSoundPlaying(indices[i]))
return true;
return false;
}
void SoundMan::unloadSounds() {
for (uint i = 0; i < _sounds.size(); ++i)
delete _sounds[i];
_sounds.clear();
}
void SoundMan::stopAllSounds() {
for (uint i = 0; i < _sounds.size(); ++i)
_sounds[i]->stop();
}
} // End of namespace Bbvs
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