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engines/wintermute/base/sound/base_sound.cpp
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300
engines/wintermute/base/sound/base_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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/sound/base_sound.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/sound/base_sound_manager.h"
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#include "engines/wintermute/base/sound/base_sound_buffer.h"
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#include "engines/wintermute/dcgf.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(BaseSound, false)
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//////////////////////////////////////////////////////////////////////////
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BaseSound::BaseSound(BaseGame *inGame) : BaseClass(inGame) {
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_sound = nullptr;
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_soundFilename = nullptr;
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_soundType = TSoundType::SOUND_SFX;
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_soundStreamed = false;
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_soundLooping = false;
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_soundPlaying = false;
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_soundPaused = false;
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_soundFreezePaused = false;
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_soundPosition = 0;
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_soundPrivateVolume = 0;
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_soundLoopStart = 0;
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_sFXType = SFX_NONE;
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_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseSound::~BaseSound() {
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if (_sound) {
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_game->_soundMgr->removeSound(_sound);
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}
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_sound = nullptr;
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SAFE_DELETE_ARRAY(_soundFilename);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setSound(const char *filename, TSoundType type, bool streamed, uint32 initialPrivateVolume) {
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if (_sound) {
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_game->_soundMgr->removeSound(_sound);
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_sound = nullptr;
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}
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SAFE_DELETE_ARRAY(_soundFilename);
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_sound = _game->_soundMgr->addSound(filename, type, streamed, initialPrivateVolume);
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if (_sound) {
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size_t nameSize = strlen(filename) + 1;
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_soundFilename = new char[nameSize];
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Common::strcpy_s(_soundFilename, nameSize, filename);
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_soundType = type;
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_soundStreamed = streamed;
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return STATUS_OK;
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setSoundSimple() {
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_sound = _game->_soundMgr->addSound(_soundFilename, _soundType, _soundStreamed);
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if (_sound) {
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if (_soundPosition) {
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_sound->setPosition(_soundPosition);
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}
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_sound->_looping = _soundLooping;
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_sound->setPrivateVolume(_soundPrivateVolume);
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_sound->_loopStart = _soundLoopStart;
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_sound->_freezePaused = _soundFreezePaused;
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if (_soundPlaying) {
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return _sound->resume();
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} else {
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return STATUS_OK;
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}
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 BaseSound::getLength() {
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if (_sound) {
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return _sound->getLength();
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} else {
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return 0;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::play(bool looping) {
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if (_sound) {
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_soundPaused = false;
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return _sound->play(looping, _soundPosition);
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::stop() {
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if (_sound) {
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_soundPaused = false;
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return _sound->stop();
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::pause(bool freezePaused) {
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if (_sound) {
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_soundPaused = true;
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if (freezePaused) {
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_sound->_freezePaused = true;
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}
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return _sound->pause();
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::resume() {
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if (_sound && _soundPaused) {
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_soundPaused = false;
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return _sound->resume();
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::persist(BasePersistenceManager *persistMgr) {
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if (persistMgr->getIsSaving() && _sound) {
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_soundPlaying = _sound->isPlaying();
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_soundLooping = _sound->_looping;
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_soundPrivateVolume = _sound->_privateVolume;
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if (_soundPlaying) {
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_soundPosition = _sound->getPosition();
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}
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_soundLoopStart = _sound->_loopStart;
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_soundFreezePaused = _sound->_freezePaused;
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}
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if (persistMgr->getIsSaving()) {
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_sFXType = SFX_NONE;
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_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
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}
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persistMgr->transferPtr(TMEMBER_PTR(_game));
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persistMgr->transferCharPtr(TMEMBER(_soundFilename));
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persistMgr->transferBool(TMEMBER(_soundLooping));
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persistMgr->transferBool(TMEMBER(_soundPaused));
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persistMgr->transferBool(TMEMBER(_soundFreezePaused));
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persistMgr->transferBool(TMEMBER(_soundPlaying));
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persistMgr->transferUint32(TMEMBER(_soundPosition));
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persistMgr->transferSint32(TMEMBER(_soundPrivateVolume));
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persistMgr->transferBool(TMEMBER(_soundStreamed));
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persistMgr->transferSint32(TMEMBER_INT(_soundType));
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persistMgr->transferUint32(TMEMBER(_soundLoopStart));
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::isPlaying() {
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return _sound && _sound->isPlaying();
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::isPaused() {
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return _sound && _soundPaused;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setPositionTime(uint32 time) {
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if (!_sound) {
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return STATUS_FAILED;
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}
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_soundPosition = time;
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bool ret = _sound->setPosition(_soundPosition);
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if (_sound->isPlaying()) {
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_soundPosition = 0;
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}
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return ret;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 BaseSound::getPositionTime() {
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if (!_sound) {
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return 0;
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}
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if (!_sound->isPlaying()) {
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return 0;
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} else {
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return _sound->getPosition();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setVolume(int volume) {
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if (!_sound) {
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return STATUS_FAILED;
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} else {
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return _sound->setPrivateVolume(volume);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setPrivateVolume(int volume) {
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if (!_sound) {
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return STATUS_FAILED;
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} else {
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_sound->_privateVolume = volume;
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return STATUS_OK;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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int BaseSound::getVolume() {
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if (!_sound) {
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return 0;
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} else {
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return _sound->_privateVolume;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setLoopStart(uint32 pos) {
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if (!_sound) {
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return STATUS_FAILED;
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} else {
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_sound->setLoopStart(pos);
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return STATUS_OK;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::setPan(float pan) {
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if (_sound) {
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return _sound->setPan(pan);
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseSound::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
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if (!_sound) {
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return STATUS_OK;
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}
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if (type != _sFXType || param1 != _sFXParam1 || param2 != _sFXParam2 || param3 != _sFXParam3 || param4 != _sFXParam4) {
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bool ret = _sound->applyFX(type, param1, param2, param3, param4);
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_sFXType = type;
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_sFXParam1 = param1;
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_sFXParam2 = param2;
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_sFXParam3 = param3;
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_sFXParam4 = param4;
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return ret;
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}
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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