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engines/titanic/sound/auto_sound_player.cpp
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133
engines/titanic/sound/auto_sound_player.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 "titanic/sound/auto_sound_player.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CAutoSoundPlayer, CGameObject)
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ON_MESSAGE(TurnOn)
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ON_MESSAGE(TurnOff)
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ON_MESSAGE(SignalObject)
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ON_MESSAGE(SetVolumeMsg)
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ON_MESSAGE(LoadSuccessMsg)
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END_MESSAGE_MAP()
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CAutoSoundPlayer::CAutoSoundPlayer() : CGameObject(),
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_unused(0), _volume(70), _balance(0), _repeated(false), _soundHandle(-1),
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_stopSeconds(0), _startSeconds(-1), _active(false), _isVectorSound(false) {
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}
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void CAutoSoundPlayer::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_unused, indent);
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file->writeQuotedLine(_filename, indent);
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file->writeNumberLine(_volume, indent);
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file->writeNumberLine(_balance, indent);
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file->writeNumberLine(_repeated, indent);
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file->writeNumberLine(_soundHandle, indent);
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file->writeNumberLine(_stopSeconds, indent);
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file->writeNumberLine(_startSeconds, indent);
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file->writeNumberLine(_active, indent);
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file->writeNumberLine(_isVectorSound, indent);
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CGameObject::save(file, indent);
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}
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void CAutoSoundPlayer::load(SimpleFile *file) {
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file->readNumber();
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_unused = file->readNumber();
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_filename = file->readString();
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_volume = file->readNumber();
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_balance = file->readNumber();
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_repeated = file->readNumber();
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_soundHandle = file->readNumber();
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_stopSeconds = file->readNumber();
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_startSeconds = file->readNumber();
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_active = file->readNumber();
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_isVectorSound = file->readNumber();
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CGameObject::load(file);
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}
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bool CAutoSoundPlayer::TurnOn(CTurnOn *msg) {
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if (_soundHandle == -1) {
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CProximity prox;
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prox._balance = _balance;
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prox._repeated = _repeated;
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if (_isVectorSound)
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prox._positioningMode = POSMODE_VECTOR;
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prox._channelVolume = (_startSeconds == -1) ? _volume : 0;
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_soundHandle = playSound(_filename, prox);
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if (_startSeconds != -1)
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setSoundVolume(_soundHandle, _volume, _startSeconds);
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_active = true;
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}
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return true;
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}
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bool CAutoSoundPlayer::TurnOff(CTurnOff *msg) {
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if (_soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, _stopSeconds);
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_soundHandle = -1;
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_active = false;
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}
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return true;
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}
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bool CAutoSoundPlayer::SignalObject(CSignalObject *msg) {
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if (_soundHandle != -1) {
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if (isSoundActive(_soundHandle))
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stopSound(_soundHandle, msg->_numValue);
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_soundHandle = -1;
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_active = false;
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}
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return true;
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}
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bool CAutoSoundPlayer::SetVolumeMsg(CSetVolumeMsg *msg) {
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if (_soundHandle != -1 && isSoundActive(_soundHandle))
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setSoundVolume(_soundHandle, msg->_volume, msg->_secondsTransition);
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return true;
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}
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bool CAutoSoundPlayer::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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if (_active) {
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_soundHandle = -1;
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_active = false;
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CTurnOn onMsg;
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onMsg.execute(this);
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}
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return true;
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}
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} // End of namespace Titanic
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