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forked from 0ad/0ad
0ad/source/sound/JSI_Sound.cpp
janwas 4663ac0fe7 split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
2011-04-30 13:01:45 +00:00

201 lines
5.3 KiB
C++

/* Copyright (C) 2009 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "JSI_Sound.h"
#include "maths/Vector3D.h"
#include "lib/utf8.h"
#include "lib/res/sound/snd_mgr.h"
#include "lib/res/h_mgr.h" // h_filename
#include "ps/Filesystem.h"
JSI_Sound::JSI_Sound(const VfsPath& pathname)
{
m_Handle = snd_open(g_VFS, pathname);
// if open failed, we still have to return a valid non-null object to
// the script, so just reset the handle to 0 so all subsequent method
// calls will do nothing
if (m_Handle < 0)
{
m_Handle = 0;
return;
}
(void)snd_set_pos(m_Handle, 0,0,0, true);
}
JSI_Sound::~JSI_Sound()
{
(void)this->Free(0, 0, 0);
}
bool JSI_Sound::SetGain(JSContext* cx, uintN argc, jsval* argv)
{
if (! m_Handle)
return false;
ENSURE(argc >= 1); // FIXME
float gain;
if (! ToPrimitive<float>(cx, argv[0], gain))
return false;
(void)snd_set_gain(m_Handle, gain);
return true;
}
bool JSI_Sound::SetPitch(JSContext* cx, uintN argc, jsval* argv)
{
if (! m_Handle)
return false;
ENSURE(argc >= 1); // FIXME
float pitch;
if (! ToPrimitive<float>(cx, argv[0], pitch))
return false;
(void)snd_set_pitch(m_Handle, pitch);
return true;
}
bool JSI_Sound::SetPosition(JSContext* cx, uintN argc, jsval* argv)
{
if (! m_Handle)
return false;
ENSURE(argc >= 1); // FIXME
CVector3D pos;
// absolute world coords
if (ToPrimitive<CVector3D>(cx, argv[0], pos))
(void)snd_set_pos(m_Handle, pos[0], pos[1], pos[2]);
// relative, 0 offset - right on top of the listener
// (we don't need displacement from the listener, e.g. always behind)
else
(void)snd_set_pos(m_Handle, 0,0,0, true);
return true;
}
bool JSI_Sound::Fade(JSContext* cx, uintN argc, jsval* argv)
{
if (! m_Handle)
return false;
ENSURE(argc >= 3); // FIXME
float initial_gain, final_gain;
float length;
if (! (ToPrimitive<float>(cx, argv[0], initial_gain)
&& ToPrimitive<float>(cx, argv[1], final_gain)
&& ToPrimitive<float>(cx, argv[2], length)))
return false;
(void)snd_fade(m_Handle, initial_gain, final_gain, length, FT_S_CURVE);
// HACK: snd_fade causes <m_Handle> to be automatically freed when a
// fade to 0 has completed. however, we're still holding on to a
// reference, which will cause a double-free warning when Free() is
// called from the dtor. solution is to neuter our Handle by
// setting it to 0 (ok since it'll be freed). this does mean that
// no further operations can be carried out during that final fade.
if (final_gain == 0.0f)
m_Handle = 0;
return true;
}
// start playing the sound (one-shot).
// it will automatically be freed when done.
bool JSI_Sound::Play(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
if (! m_Handle)
return false;
(void)snd_play(m_Handle);
// We can't do anything else with this sound now, since it's impossible to
// know whether or not it's still valid (since it might have finished playing
// already). So set it to 0, so we don't try doing anything (like freeing it)
// in the future.
m_Handle = 0;
return true;
}
// request the sound be played until free() is called. returns immediately.
bool JSI_Sound::Loop(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
if (! m_Handle)
return false;
(void)snd_set_loop(m_Handle, true);
(void)snd_play(m_Handle);
return true;
}
// stop sound if currently playing and free resources.
// doesn't need to be called unless played via loop() -
// sounds are freed automatically when done playing.
bool JSI_Sound::Free(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
if (! m_Handle)
return false;
(void)snd_free(m_Handle); // resets it to 0
return true;
}
// Script-bound functions
void JSI_Sound::ScriptingInit()
{
AddMethod<CStr, &JSI_Sound::ToString>("toString", 0);
AddMethod<bool, &JSI_Sound::Play>("play", 0);
AddMethod<bool, &JSI_Sound::Loop>("loop", 0);
AddMethod<bool, &JSI_Sound::Free>("free", 0);
AddMethod<bool, &JSI_Sound::SetGain>("setGain", 0);
AddMethod<bool, &JSI_Sound::SetPitch>("setPitch", 0);
AddMethod<bool, &JSI_Sound::SetPosition>("setPosition", 0);
AddMethod<bool, &JSI_Sound::Fade>("fade", 0);
CJSObject<JSI_Sound>::ScriptingInit("Sound", &JSI_Sound::Construct, 1);
}
CStr JSI_Sound::ToString(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
return "[object Sound: " + (m_Handle ? utf8_from_wstring(h_filename(m_Handle).string()) : "(null)") + "]";
}
JSBool JSI_Sound::Construct(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_MIN_PARAMS(1);
CStrW filename;
if (! ToPrimitive<CStrW>(cx, JS_ARGV(cx, vp)[0], filename))
return JS_FALSE;
JSI_Sound* newObject = new JSI_Sound(filename);
newObject->m_EngineOwned = false;
JS_SET_RVAL(cx, vp, OBJECT_TO_JSVAL(newObject->GetScript()));
return JS_TRUE;
}