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72
engines/grim/costume/sound_component.cpp
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72
engines/grim/costume/sound_component.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 "engines/grim/grim.h"
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#include "engines/grim/set.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/costume.h"
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#include "engines/grim/costume/sound_component.h"
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#include "engines/grim/imuse/imuse.h"
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namespace Grim {
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SoundComponent::SoundComponent(Component *p, int parentID, const char *filename, tag32 t) :
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Component(p, parentID, filename, t) {
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const char *comma = strchr(filename, ',');
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if (comma) {
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_name = Common::String(filename, comma);
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}
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}
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SoundComponent::~SoundComponent() {
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// Stop the sound if it's in progress
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reset();
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}
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void SoundComponent::setKey(int val) {
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switch (val) {
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case 0: // "Play"
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// No longer a need to check the sound status, if it's already playing
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// then it will just use the existing handle
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g_imuse->startSfx(_name.c_str());
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if (g_grim->getCurrSet()) {
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Math::Vector3d pos = _cost->getMatrix().getPosition();
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g_grim->getCurrSet()->setSoundPosition(_name.c_str(), pos);
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}
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break;
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case 1: // "Stop"
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g_imuse->stopSound(_name.c_str());
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break;
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case 2: // "Stop Looping"
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g_imuse->setHookId(_name.c_str(), 0x80);
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break;
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default:
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Debug::warning(Debug::Costumes, "Unknown key %d for sound %s", val, _name.c_str());
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}
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}
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void SoundComponent::reset() {
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// A lot of the sound components this gets called against aren't actually running
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if (g_imuse && g_imuse->getSoundStatus(_name.c_str()))
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g_imuse->stopSound(_name.c_str());
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}
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} // end of namespace Grim
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