Files
scummvm-cursorfix/engines/grim/costume/sound_component.cpp
2026-02-02 04:50:13 +01:00

73 lines
2.3 KiB
C++

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