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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 "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
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