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114
engines/bbvs/sound.cpp
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114
engines/bbvs/sound.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bbvs/sound.h"
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#include "audio/audiostream.h"
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#include "audio/decoders/aiff.h"
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#include "common/debug.h"
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#include "common/file.h"
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#include "common/system.h"
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namespace Bbvs {
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Sound::Sound() : _stream(nullptr) {
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}
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Sound::~Sound() {
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stop();
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delete _stream;
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}
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void Sound::load(const Common::Path &filename) {
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Common::File *fd = new Common::File();
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if (!fd->open(filename)) {
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delete fd;
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error("SoundMan::loadSound() Could not load %s", filename.toString(Common::Path::kNativeSeparator).c_str());
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}
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_stream = Audio::makeAIFFStream(fd, DisposeAfterUse::YES);
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_filename = filename;
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}
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void Sound::play(bool loop) {
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debug(0, "Sound::play() [%s] loop:%d", _filename.toString(Common::Path::kNativeSeparator).c_str(), loop);
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stop();
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_stream->rewind();
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if (loop) {
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Audio::AudioStream *audioStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO);
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g_system->getMixer()->playStream(Audio::Mixer::kSFXSoundType, &_handle, audioStream,
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-1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::YES);
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} else {
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g_system->getMixer()->playStream(Audio::Mixer::kSFXSoundType, &_handle, _stream,
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-1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
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}
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}
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void Sound::stop() {
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g_system->getMixer()->stopHandle(_handle);
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}
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bool Sound::isPlaying() {
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return g_system->getMixer()->isSoundHandleActive(_handle);
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}
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SoundMan::~SoundMan() {
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stopAllSounds();
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unloadSounds();
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}
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void SoundMan::loadSound(const Common::Path &filename) {
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Sound *sound = new Sound();
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sound->load(filename);
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_sounds.push_back(sound);
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}
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void SoundMan::playSound(uint index, bool loop) {
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_sounds[index]->play(loop);
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}
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void SoundMan::stopSound(uint index) {
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_sounds[index]->stop();
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}
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bool SoundMan::isSoundPlaying(uint index) {
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return _sounds[index]->isPlaying();
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}
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bool SoundMan::isAnySoundPlaying(uint *indices, uint count) {
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for (uint i = 0; i < count; ++i)
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if (isSoundPlaying(indices[i]))
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return true;
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return false;
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}
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void SoundMan::unloadSounds() {
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for (uint i = 0; i < _sounds.size(); ++i)
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delete _sounds[i];
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_sounds.clear();
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}
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void SoundMan::stopAllSounds() {
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for (uint i = 0; i < _sounds.size(); ++i)
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_sounds[i]->stop();
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}
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} // End of namespace Bbvs
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