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source: code/trunk/src/orxonox/sound/AmbientSound.cc @ 8858

Last change on this file since 8858 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 3.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AmbientSound.h"
30
31#include "core/CoreIncludes.h"
32#include "core/GameMode.h"
33#include "core/Resource.h"
34#include "SoundManager.h"
35
36namespace orxonox
37{
38    AmbientSound::AmbientSound()
39        : bPlayOnLoad_(false)
40    {
41        RegisterObject(AmbientSound);
42
43        // Ambient sounds always fade in
44        this->setVolume(0.0f);
45    }
46
47    void AmbientSound::preDestroy()
48    {
49        if (GameMode::playsSound())
50        {
51            // Smoothly fade out by keeping a SmartPtr
52            SoundManager::getInstance().unregisterAmbientSound(this);
53        }
54    }
55
56    void AmbientSound::play()
57    {
58        if (GameMode::playsSound())
59            SoundManager::getInstance().registerAmbientSound(this);
60    }
61
62    bool AmbientSound::stop()
63    {
64        if (GameMode::playsSound())
65            SoundManager::getInstance().unregisterAmbientSound(this);
66        return false; // sound source not (yet) destroyed - return false
67    }
68
69    void AmbientSound::pause()
70    {
71        if (GameMode::playsSound())
72            SoundManager::getInstance().pauseAmbientSound(this);
73    }
74
75    float AmbientSound::getRealVolume()
76    {
77        assert(GameMode::playsSound());
78        return SoundManager::getInstance().getRealVolume(SoundType::Music);
79    }
80
81    void AmbientSound::setAmbientSource(const std::string& source)
82    {
83        this->ambientSource_ = source;
84        this->moodChanged(MoodManager::getInstance().getMood());
85    }
86
87    void AmbientSound::moodChanged(const std::string& mood)
88    {
89        if (GameMode::playsSound())
90        {
91            const std::string& path = "ambient/" + mood + '/' + this->ambientSource_;
92            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
93            if (fileInfo != NULL)
94                this->setSource(path);
95            else
96                orxout(internal_warning, context::sound) << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << endl;
97        }
98    }
99
100    void AmbientSound::setPlayOnLoad(bool val)
101    {
102        this->bPlayOnLoad_ = val;
103        if (val)
104            this->play();
105    }
106}
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