/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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. * * 0 A.D. 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 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpSoundManager.h" #include "ps/CLogger.h" #include "simulation2/MessageTypes.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpRangeManager.h" #include "sound/SoundGroup.h" class CCmpSoundManager : public ICmpSoundManager { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_Update); } DEFAULT_COMPONENT_ALLOCATOR(SoundManager) std::map m_SoundGroups; static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { } virtual void Deinit() { for (std::map::iterator it = m_SoundGroups.begin(); it != m_SoundGroups.end(); ++it) delete it->second; m_SoundGroups.clear(); } virtual void Serialize(ISerializer& UNUSED(serialize)) { // Do nothing here - sounds are purely local, and don't need to be preserved across saved games etc // (If we add music support in here then we might want to save the music state, though) } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { Init(paramNode); } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_Update: { // Update all the sound groups // TODO: is it sensible to do this once per simulation turn, not once per renderer frame // or on some other timer? const CMessageUpdate& msgData = static_cast (msg); float t = msgData.turnLength.ToFloat(); for (std::map::iterator it = m_SoundGroups.begin(); it != m_SoundGroups.end(); ++it) if (it->second) it->second->Update(t); break; } } } virtual void PlaySoundGroup(std::wstring name, entity_id_t source) { // Make sure the sound group is loaded CSoundGroup* group; if (m_SoundGroups.find(name) == m_SoundGroups.end()) { group = new CSoundGroup(); if (!group->LoadSoundGroup(L"audio/" + name)) { LOGERROR(L"Failed to load sound group '%ls'", name.c_str()); delete group; group = NULL; } // Cache the sound group (or the null, if it failed) m_SoundGroups[name] = group; } else { group = m_SoundGroups[name]; } // Failed to load group -> do nothing if (!group) return; // Only play the sound if the entity is visible CmpPtr cmpRangeManager(GetSimContext(), SYSTEM_ENTITY); ICmpRangeManager::ELosVisibility m_Visibility = cmpRangeManager->GetLosVisibility(source, GetSimContext().GetCurrentDisplayedPlayer()); if (m_Visibility == ICmpRangeManager::VIS_VISIBLE) { // Find the source's position, if possible // (TODO: we should do something more sensible if there's no position available) CVector3D sourcePos(0, 0, 0); if (source != INVALID_ENTITY) { CmpPtr cmpPosition(GetSimContext(), source); if (!cmpPosition.null() && cmpPosition->IsInWorld()) sourcePos = CVector3D(cmpPosition->GetPosition()); } group->PlayNext(sourcePos); } } }; REGISTER_COMPONENT_TYPE(SoundManager)