133 lines
2.6 KiB
C++
133 lines
2.6 KiB
C++
/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CBufferItem.h"
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#if CONFIG2_AUDIO
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#include "soundmanager/data/SoundData.h"
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#include "soundmanager/SoundManager.h"
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#include <iostream>
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CBufferItem::CBufferItem(CSoundData* sndData)
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{
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ResetVars();
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if (InitOpenAL())
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Attach(sndData);
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}
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CBufferItem::~CBufferItem()
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{
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Stop();
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ReleaseOpenALBuffer();
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}
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void CBufferItem::ReleaseOpenALBuffer()
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{
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if ( m_ALSource == 0 )
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return;
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int num_processed;
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AL_CHECK
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alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed);
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AL_CHECK
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if (num_processed > 0)
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{
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ALuint* al_buf = new ALuint[num_processed];
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alSourceUnqueueBuffers(m_ALSource, num_processed, al_buf);
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AL_CHECK
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delete[] al_buf;
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}
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alSourcei(m_ALSource, AL_BUFFER, 0);
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((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource);
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AL_CHECK
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m_ALSource = 0;
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}
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bool CBufferItem::IdleTask()
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{
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if ( m_ALSource == 0 )
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return false;
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HandleFade();
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if (m_LastPlay)
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{
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CScopeLock lock(m_ItemMutex);
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int proc_state;
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alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state);
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AL_CHECK
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m_ShouldBePlaying = (proc_state != AL_STOPPED);
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return (proc_state != AL_STOPPED);
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}
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if (GetLooping())
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{
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int num_processed;
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AL_CHECK
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alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed);
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AL_CHECK
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for (int i = 0; i < num_processed; i++)
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{
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ALuint al_buf;
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alSourceUnqueueBuffers(m_ALSource, 1, &al_buf);
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AL_CHECK
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alSourceQueueBuffers(m_ALSource, 1, &al_buf);
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AL_CHECK
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}
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}
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return true;
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}
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void CBufferItem::Attach(CSoundData* itemData)
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{
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if ( m_ALSource == 0 )
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return;
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AL_CHECK
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if (m_SoundData != NULL)
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{
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CSoundData::ReleaseSoundData(m_SoundData);
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m_SoundData = 0;
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}
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AL_CHECK
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if (itemData != NULL)
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{
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m_SoundData = itemData->IncrementCount();
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alSourceQueueBuffers(m_ALSource, m_SoundData->GetBufferCount(),(const ALuint *) m_SoundData->GetBufferPtr());
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AL_CHECK
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}
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}
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void CBufferItem::SetLooping(bool loops)
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{
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m_Looping = loops;
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}
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#endif // CONFIG2_AUDIO
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