/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "AmbientSound.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/Resource.h" #include "SoundManager.h" namespace orxonox { RegisterAbstractClass(AmbientSound).inheritsFrom().inheritsFrom(); AmbientSound::AmbientSound() : bPlayOnLoad_(false) { RegisterObject(AmbientSound); // Ambient sounds always fade in this->setVolume(0.0f); } void AmbientSound::preDestroy() { if (GameMode::playsSound()) { // Smoothly fade out by keeping a StrongPtr SoundManager::getInstance().unregisterAmbientSound(this); } } void AmbientSound::play() { if (GameMode::playsSound()) SoundManager::getInstance().registerAmbientSound(this); } bool AmbientSound::stop() { if (GameMode::playsSound()) SoundManager::getInstance().unregisterAmbientSound(this); return false; // sound source not (yet) destroyed - return false } void AmbientSound::pause() { if (GameMode::playsSound()) SoundManager::getInstance().pauseAmbientSound(this); } float AmbientSound::getRealVolume() { assert(GameMode::playsSound()); return SoundManager::getInstance().getRealVolume(SoundType::Music); } bool AmbientSound::setAmbientSource(const std::string& source) { this->ambientSource_ = source; return(this->moodChanged(MoodManager::getInstance().getMood())); } bool AmbientSound::moodChanged(const std::string& mood) { if (GameMode::playsSound()) { const std::string& path = "ambient/" + mood + '/' + this->ambientSource_; shared_ptr fileInfo = Resource::getInfo(path); if (fileInfo != NULL) { orxout(user_info) << "Loading ambient sound " << path << "..." << endl; // TODO: make this output internal if we implement sound streaming this->setSource(path); // all went fine return true; } else { orxout(internal_warning, context::sound) << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << endl; // everything went southways return false; } } return false; } void AmbientSound::setPlayOnLoad(bool val) { this->bPlayOnLoad_ = val; if (val) this->play(); } }