77 lines
1.5 KiB
C++
77 lines
1.5 KiB
C++
/* Copyright (C) 2012 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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#include "precompiled.h"
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#include "CSoundItem.h"
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#if CONFIG2_AUDIO
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#include "soundmanager/data/SoundData.h"
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#include "soundmanager/SoundManager.h"
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#include <iostream>
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CSoundItem::CSoundItem()
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{
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ResetVars();
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}
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CSoundItem::CSoundItem(CSoundData* sndData)
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{
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ResetVars();
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if (InitOpenAL())
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Attach(sndData);
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}
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CSoundItem::~CSoundItem()
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{
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AL_CHECK
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Stop();
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alSourcei(m_ALSource, AL_BUFFER, 0);
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AL_CHECK
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}
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bool CSoundItem::IdleTask()
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{
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HandleFade();
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if (m_LastPlay)
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{
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int proc_state;
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alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
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AL_CHECK
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return (proc_state != AL_STOPPED);
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}
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return true;
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}
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void CSoundItem::Attach(CSoundData* itemData)
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{
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if (itemData != NULL)
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{
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m_SoundData = itemData->IncrementCount();
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alSourcei(m_ALSource, AL_BUFFER, m_SoundData->GetBuffer());
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AL_CHECK
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}
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}
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#endif // CONFIG2_AUDIO
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