1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
/* 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);
_fileName = archive.readString();
_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::kMusicSoundType
: Audio::Mixer::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(bool paused) {
if (_sound)
_sound->pause(paused);
}
} // End of namespace Pink
|