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0ad/source/simulation2/components/CCmpSoundManager.cpp
stwf da17e4329b cleanup SOundManaer component
This was SVN commit r13475.
2013-06-14 00:24:51 +00:00

88 lines
2.4 KiB
C++

/* Copyright (C) 2012 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 "simulation2/system/Component.h"
#include "ICmpSoundManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "soundmanager/ISoundManager.h"
class CCmpSoundManager : public ICmpSoundManager
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager) )
{
}
DEFAULT_COMPONENT_ALLOCATOR(SoundManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
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 PlaySoundGroup(std::wstring name, entity_id_t source)
{
if ( ! g_SoundManager )
return;
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext(), SYSTEM_ENTITY);
ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(source, GetSimContext().GetCurrentDisplayedPlayer());
if (vis == ICmpRangeManager::VIS_VISIBLE)
{
if (source != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), source);
if (cmpPosition && cmpPosition->IsInWorld())
{
CVector3D sourcePos = CVector3D(cmpPosition->GetPosition());
g_SoundManager->PlayAsGroup(name, sourcePos, source);
}
}
}
}
};
REGISTER_COMPONENT_TYPE(SoundManager)