janwas
8a52113e60
please note: format strings must be %hs for char* arguments and %ls for wchar_t* This was SVN commit r7161.
82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
/* Copyright (C) 2009 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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// JS sound binding
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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 INCLUDED_JSI_SOUND
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#define INCLUDED_JSI_SOUND
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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 VfsPath& pathname);
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~JSI_Sound();
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// Script-bound functions
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CStr 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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bool Fade ( JSContext* cx, uintN argc, jsval* argv );
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static JSBool Construct( JSContext* cx, JSObject* obj, uintN 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 INCLUDED_JSI_SOUND
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