janwas
a69ac0dee9
- add convenience macros for config_db(CFG_GET_SYS_VAL) - VFSUtil::EnumDirEnts now uses flags instead of bool recursive - UNUSED() for params, UNUSED2 (<- need better name) for variables - config.h defines must be tested with #if (always defined) -> allows detecting misspellings thanks to compiler warnings - replace debug_assert(0) with debug_warn (its sole purpose) - replace ScriptingHost::ValueToInt et al with ToPrimitive - use nommgr.h to disable both mmgr and VC debug heap This was SVN commit r2585.
65 lines
1.9 KiB
C++
Executable File
65 lines
1.9 KiB
C++
Executable File
// JS sound binding
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//
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// Jan Wassenberg (jan@wildfiregames.com)
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// interface rationale:
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// - can't just expose fire and forget playSound to script code:
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// we sometimes need to loop until a certain condition is met
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// (e.g. building is complete) => need means of access (Handle) to sound.
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//
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// - the current 64-bit Handle can't be stored as-is by JS code;
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// we could make it 32 bit, but that limits its usefulness
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// (barely enough tag bits).
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//
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// - instead, we provide a thin class wrapper (using scriptableobject.h)
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// on top of the snd API that encapsulates the Handle.
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#ifndef JSSOUND_INCLUDED
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#define JSSOUND_INCLUDED
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#include "scripting/ScriptableObject.h"
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#include "lib/res/handle.h"
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class JSI_Sound : public CJSObject<JSI_Sound>
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{
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public:
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Handle m_Handle;
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// note: filename is stored by handle manager; no need to keep a copy here.
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JSI_Sound(const CStr& Filename);
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~JSI_Sound();
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// Script-bound functions
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jsval ToString( JSContext* cx, uintN argc, jsval* argv );
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// start playing the sound (one-shot).
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// it will automatically be freed when done.
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bool Play( JSContext* cx, uintN argc, jsval* argv );
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// request the sound be played until free() is called. returns immediately.
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bool Loop( JSContext* cx, uintN argc, jsval* argv );
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// stop sound if currently playing and free resources.
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// doesn't need to be called unless played via loop() -
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// sounds are freed automatically when done playing.
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bool Free( JSContext* cx, uintN argc, jsval* argv );
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bool SetGain( JSContext* cx, uintN argc, jsval* argv );
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bool SetPitch( JSContext* cx, uintN argc, jsval* argv );
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bool SetPosition( JSContext* cx, uintN argc, jsval* argv );
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static JSBool Construct( JSContext* cx, JSObject* obj, uint argc, jsval* argv, jsval* rval );
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static void ScriptingInit();
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private:
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bool m_SoundDisabled; // see constructor and JSI_Sound::Construct
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};
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#endif // #ifndef JSSOUND_INCLUDED
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