1
0
forked from 0ad/0ad
0ad/source/soundmanager/items/CBufferItem.cpp
2016-11-23 14:09:58 +00:00

130 lines
2.6 KiB
C++

/* Copyright (C) 2015 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 "CBufferItem.h"
#if CONFIG2_AUDIO
#include "soundmanager/SoundManager.h"
#include "soundmanager/data/SoundData.h"
CBufferItem::CBufferItem(CSoundData* sndData)
{
ResetVars();
if (InitOpenAL())
Attach(sndData);
}
CBufferItem::~CBufferItem()
{
Stop();
ReleaseOpenALBuffer();
}
void CBufferItem::ReleaseOpenALBuffer()
{
if ( m_ALSource == 0 )
return;
int num_processed;
AL_CHECK;
alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed);
AL_CHECK;
if (num_processed > 0)
{
ALuint* al_buf = new ALuint[num_processed];
alSourceUnqueueBuffers(m_ALSource, num_processed, al_buf);
AL_CHECK;
delete[] al_buf;
}
alSourcei(m_ALSource, AL_BUFFER, 0);
((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource);
AL_CHECK;
m_ALSource = 0;
}
bool CBufferItem::IdleTask()
{
if ( m_ALSource == 0 )
return false;
HandleFade();
if (m_LastPlay)
{
CScopeLock lock(m_ItemMutex);
int proc_state;
alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state);
AL_CHECK;
m_ShouldBePlaying = (proc_state != AL_STOPPED);
return (proc_state != AL_STOPPED);
}
if (GetLooping())
{
int num_processed;
AL_CHECK;
alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed);
AL_CHECK;
for (int i = 0; i < num_processed; i++)
{
ALuint al_buf;
alSourceUnqueueBuffers(m_ALSource, 1, &al_buf);
AL_CHECK;
alSourceQueueBuffers(m_ALSource, 1, &al_buf);
AL_CHECK;
}
}
return true;
}
void CBufferItem::Attach(CSoundData* itemData)
{
if ( m_ALSource == 0 )
return;
AL_CHECK;
if (m_SoundData != NULL)
{
CSoundData::ReleaseSoundData(m_SoundData);
m_SoundData = 0;
}
AL_CHECK;
if (itemData != NULL)
{
m_SoundData = itemData->IncrementCount();
alSourceQueueBuffers(m_ALSource, m_SoundData->GetBufferCount(),(const ALuint *) m_SoundData->GetBufferPtr());
AL_CHECK;
}
}
void CBufferItem::SetLooping(bool loops)
{
m_Looping = loops;
}
#endif // CONFIG2_AUDIO