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forked from 0ad/0ad
0ad/source/sound/SoundGroupMgr.cpp
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

162 lines
4.1 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/>.
*/
/**
* =========================================================================
* File : SoundGroupMgr.h
* Project : 0 A.D.
* Description : Manages and updates SoundGroups
* =========================================================================
*/
// Example usage:
// size_t index;
// CSoundGroupMgr *sgm = CSoundGroupMgr::GetInstance();
// index = sgm->AddGroup("SoundGroup.xml");
// sgm->UpdateSoundGroups(TimeSinceLastFrame); // call in Frame()
// sgm->PlayNext(index); // wash-rinse-repeat
// sgm->RemoveGroup(index); // Remove the group if you like
// sgm->DeleteInstance(); // Delete instance in shutdown
#include "precompiled.h"
#include "SoundGroupMgr.h"
typedef std::vector<CSoundGroup*> SoundGroups;
typedef SoundGroups::iterator SoundGroupIt;
CSoundGroupMgr *CSoundGroupMgr::m_pInstance = 0;
CSoundGroupMgr::CSoundGroupMgr()
{
}
CSoundGroupMgr *CSoundGroupMgr::GetInstance()
{
if(!m_pInstance)
m_pInstance = new CSoundGroupMgr();
return m_pInstance;
}
void CSoundGroupMgr::DeleteInstance()
{
if(m_pInstance)
{
SoundGroupIt vIter = m_pInstance->m_Groups.begin();
while(vIter != m_pInstance->m_Groups.end())
vIter = m_pInstance->RemoveGroup(vIter);
delete m_pInstance;
}
m_pInstance = 0;
}
///////////////////////////////////////////
// AddGroup()
// in: const char *XMLFile - the filename of the SoundGroup.xml to open
// out: size_t index into m_Groups
// Loads the given XML file and returns an index for later use
///////////////////////////////////////////
size_t CSoundGroupMgr::AddGroup(const VfsPath& XMLFile)
{
CSoundGroup* newGroup = new CSoundGroup(XMLFile);
m_Groups.push_back(newGroup);
return m_Groups.size() - 1;
}
///////////////////////////////////////////
// RemoveGroup()
// in: size_t index into m_Groups
// out: SoundGroupIt - one past the index removed (sometimes useful)
// Removes and Releases a given soundgroup
///////////////////////////////////////////
SoundGroupIt CSoundGroupMgr::RemoveGroup(size_t index)
{
SoundGroupIt vIter = m_Groups.begin();
if(index >= m_Groups.size())
return vIter;
CSoundGroup *temp = (*vIter);
(*vIter)->ReleaseGroup();
vIter = m_Groups.erase(vIter+index);
delete temp;
return vIter;
}
///////////////////////////////////////////
// RemoveGroup()
// in: SoundGroupIt - item to remove
// out: SoundGroupIt - one past the index removed (sometimes useful)
// Removes and Releases a given soundgroup
///////////////////////////////////////////
SoundGroupIt CSoundGroupMgr::RemoveGroup(SoundGroupIt iter)
{
(*iter)->ReleaseGroup();
CSoundGroup *temp = (*iter);
iter = m_Groups.erase(iter);
delete temp;
return iter;
}
///////////////////////////////////////////
// UpdateSoundGroups()
// updates all soundgroups, call in Frame()
///////////////////////////////////////////
void CSoundGroupMgr::UpdateSoundGroups(float TimeSinceLastFrame)
{
SoundGroupIt vIter = m_Groups.begin();
while(vIter != m_Groups.end())
{
(*vIter)->Update(TimeSinceLastFrame);
vIter++;
}
}
///////////////////////////////////////////
// PlayNext()
// in: size_t index - index into m_Groups
// Plays the next queued sound in an indexed group
///////////////////////////////////////////
void CSoundGroupMgr::PlayNext(size_t index, const CVector3D& position)
{
if(index < m_Groups.size())
m_Groups[index]->PlayNext(position);
else
debug_printf(L"SND: PlayNext(%lu) invalid, %lu groups defined\n", (unsigned long)index, (unsigned long)m_Groups.size());
}