/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/sound/Sound.h" #include "hpl1/engine/resources/Resources.h" #include "hpl1/engine/sound/LowLevelSound.h" #include "hpl1/engine/sound/MusicHandler.h" #include "hpl1/engine/sound/SoundHandler.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cSound::cSound(iLowLevelSound *apLowLevelSound) : iUpdateable("HPL_Sound") { mpLowLevelSound = apLowLevelSound; } //----------------------------------------------------------------------- cSound::~cSound() { Log("Exiting Sound Module\n"); Log("--------------------------------------------------------\n"); hplDelete(mpSoundHandler); hplDelete(mpMusicHandler); Log("--------------------------------------------------------\n\n"); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cSound::Update(float afTimeStep) { mpSoundHandler->Update(afTimeStep); mpMusicHandler->Update(afTimeStep); mpLowLevelSound->UpdateSound(afTimeStep); } //----------------------------------------------------------------------- void cSound::Init(cResources *apResources, bool abUseHardware, bool abForceGeneric, bool abUseEnvAudio, int alMaxChannels, int alStreamUpdateFreq, bool abUseThreading, bool abUseVoiceManagement, int alMaxMonoSourceHint, int alMaxStereoSourceHint, int alStreamingBufferSize, int alStreamingBufferCount, bool abEnableLowLevelLog, tString asDeviceName) { mpResources = apResources; Log("Initializing Sound Module\n"); Log("--------------------------------------------------------\n"); mpLowLevelSound->Init(abUseHardware, abForceGeneric, abUseEnvAudio, alMaxChannels, alStreamUpdateFreq, abUseThreading, abUseVoiceManagement, alMaxMonoSourceHint, alMaxStereoSourceHint, alStreamingBufferSize, alStreamingBufferCount, abEnableLowLevelLog, asDeviceName); mpSoundHandler = hplNew(cSoundHandler, (mpLowLevelSound, mpResources)); mpMusicHandler = hplNew(cMusicHandler, (mpLowLevelSound, mpResources)); Log("--------------------------------------------------------\n\n"); } //----------------------------------------------------------------------- } // namespace hpl