/* * 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: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "WorldAmbientSound.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/XMLPort.h" #include "AmbientSound.h" #include "core/command/ConsoleCommandIncludes.h" #include namespace orxonox { SetConsoleCommand("WorldAmbientSound", "nextsong", &WorldAmbientSound::nextSong); RegisterClass(WorldAmbientSound); WorldAmbientSound::WorldAmbientSound(Context* context) : BaseObject(context), Synchronisable(context) { RegisterObject(WorldAmbientSound); this->ambientSound_ = new AmbientSound(); this->registerVariables(); soundList_.emplace_back("Earth.ogg"); soundList_.emplace_back("Jupiter.ogg"); soundList_.emplace_back("Mars.ogg"); soundList_.emplace_back("allgorythm-lift_up.ogg"); soundList_.emplace_back("allgorythm-resonance_blaster.ogg"); soundList_.emplace_back("AlphaCentauri.ogg"); soundList_.emplace_back("Asteroid_rocks.ogg"); soundList_.emplace_back("Ganymede.ogg"); soundList_.emplace_back("luke_grey_-_hypermode.ogg"); } WorldAmbientSound::~WorldAmbientSound() { if (this->isInitialized()) { this->ambientSound_->destroy(); WorldAmbientSound::soundList_.clear(); } } void WorldAmbientSound::registerVariables() { registerVariable(this->ambientSound_->ambientSource_, ObjectDirection::ToClient, new NetworkCallback(this->ambientSound_, &AmbientSound::ambientSourceChanged)); registerVariable(this->ambientSound_->bLooping_, ObjectDirection::ToClient, new NetworkCallback(this->ambientSound_, &AmbientSound::loopingChanged)); registerVariable(this->ambientSound_->pitch_, ObjectDirection::ToClient, new NetworkCallback(this->ambientSound_, &AmbientSound::pitchChanged)); registerVariable(this->ambientSound_->bPlayOnLoad_, ObjectDirection::ToClient, new NetworkCallback(this->ambientSound_, &AmbientSound::playOnLoadChanged)); } void WorldAmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WorldAmbientSound, XMLPort, xmlelement, mode); XMLPortParamExtern(WorldAmbientSound, BaseSound, static_cast(this->ambientSound_), "looping", setLooping, getLooping, xmlelement, mode); XMLPortParamExtern(WorldAmbientSound, BaseSound, static_cast(this->ambientSound_), "pitch", setPitch, getPitch, xmlelement, mode); XMLPortParamExtern(WorldAmbientSound, AmbientSound, this->ambientSound_, "source", setAmbientSource, getAmbientSource, xmlelement, mode); XMLPortParamExtern(WorldAmbientSound, AmbientSound, this->ambientSound_, "playOnLoad", setPlayOnLoad, getPlayOnLoad, xmlelement, mode); } void WorldAmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WorldAmbientSound, XMLEventPort, xmlelement, mode); XMLPortEventState(WorldAmbientSound, BaseObject, "play", play, xmlelement, mode); } void WorldAmbientSound::play() { this->ambientSound_->play(); } void WorldAmbientSound::changedActivity() { SUPER(WorldAmbientSound, changedActivity); if (this->isActive()) this->ambientSound_->play(); else this->ambientSound_->stop(); } void WorldAmbientSound::nextSong() { //HACK: Assuption - there is only one WorldAmbientSound in a level and only one level is used. for (WorldAmbientSound* sound : ObjectList()) { while(sound->ambientSound_->setAmbientSource(WorldAmbientSound::soundList_[WorldAmbientSound::soundNumber_]) == false){ WorldAmbientSound::soundNumber_ = (WorldAmbientSound::soundNumber_ + 1) % WorldAmbientSound::soundList_.size(); } WorldAmbientSound::soundNumber_ = (WorldAmbientSound::soundNumber_ + 1) % WorldAmbientSound::soundList_.size(); } } }