6e8fbca745
match the genesis editor version 1.3.0.653.
207 lines
5.7 KiB
C++
207 lines
5.7 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#if __USE_AUDIO__ || __GENESIS_EDITOR__
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#include "stdneb.h"
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#include "soundfeature/SoundRes.h"
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#include "addons/resource/resourcemanager.h"
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#include "soundfeature/components/SoundSourceComponent.h"
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namespace App
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{
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__ImplementClass(App::SoundRes, 'SDRS' , Core::RefCounted);
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//------------------------------------------------------------------------------
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SoundRes::SoundRes()
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: mName("")
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, mIs3D(false)
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, mDecompressFlag(MEMORY_DECOPRESS)
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, mFrequency(0)
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, mPriority(Resources::ResourcePriority::SoundDefault)
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, mSoundBuffer(NULL)
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, mSoundSystemSource(NULL)
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{}
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//------------------------------------------------------------------------------
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SoundRes::~SoundRes()
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{
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if (mSoundBuffer)
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{
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mSoundBuffer->ReleaseBuffer();
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}
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}
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//------------------------------------------------------------------------------
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bool SoundRes::Init(const Util::String &name, const bool &is3D)
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{
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return SetName(name) && Set3D(is3D);
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}
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//------------------------------------------------------------------------------
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bool SoundRes::SetName(const Util::String &name, int priority)
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{
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if (mName != name)
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{
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mName = name;
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if (mSoundBuffer)
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{
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mSoundBuffer->ReleaseBuffer();
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mSoundBuffer = NULL;
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}
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}
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mPriority = priority;
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return true;
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}
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//------------------------------------------------------------------------------
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bool SoundRes::Set3D(const bool is3D)
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{
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mIs3D = is3D;
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bool ret = false;
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if (mSoundSystemSource)
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{
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ret = mSoundSystemSource->SetMode(mIs3D ? GENESISSOUND_3D_WORLDRELATIVE :
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GENESISSOUND_3D_HEADRELATIVE );
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}
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return ret;
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}
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//------------------------------------------------------------------------------
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void SoundRes::SetPriority(const Resources::Priority priority)
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{
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mPriority = priority;
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}
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//------------------------------------------------------------------------------
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Sound::SoundSystemSource* SoundRes::CreateSoundSystemSource()
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{
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if (!mSoundBuffer)
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{
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return mSoundSystemSource = NULL;
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}
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mSoundSystemSource = SoundFeature::Instance()->GetFreeSoundSystemSource(mSoundBuffer);
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return mSoundSystemSource;
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}
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//------------------------------------------------------------------------------
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bool SoundRes::CreateSoundBuffer(const char* nameOrData, SizeT dataSize,
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GENESISOUND_MODE mode,
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GENESIS_FILE_FORMAT fileFormat)
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{
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n_assert(SoundFeature::HasInstance());
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mSoundBuffer = SoundFeature::Instance()->CreateSoundBuffer(
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nameOrData, dataSize,
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mode, fileFormat);
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if (mSoundBuffer == NULL)
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return false;
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else
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return true;
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}
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//------------------------------------------------------------------------------
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void SoundRes::SetSoundSystemSource( Sound::SoundSystemSource *ptr )
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{
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mSoundSystemSource = ptr;
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}
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//------------------------------------------------------------------------------
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Sound::SoundSystemSource* SoundRes::GetSoundSystemSource() const
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{
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return mSoundSystemSource;
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}
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//------------------------------------------------------------------------------
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uint SoundRes::GetLength(void) const
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{
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n_assert(!mName.IsEmpty());
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n_assert(SoundFeature::HasInstance());
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return 0;
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}
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//------------------------------------------------------------------------------
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uint SoundRes::GetFrequency() const
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{
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return mFrequency;
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}
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//------------------------------------------------------------------------------
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int SoundRes::GetDecompressFlag(void) const
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{
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return mDecompressFlag;
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}
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//------------------------------------------------------------------------------
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void SoundRes::SetDecompressFlag(const int flag)
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{
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if (flag<LOAD_DECOMPRESS || flag>STREAM_DECOPRESS)
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{
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mDecompressFlag = MEMORY_DECOPRESS;
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}
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else
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{
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mDecompressFlag = flag;
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}
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return;
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}
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//--------------------------------------------------------------------------------
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bool SoundRes::IsSoundValiad()
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{
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return mSoundBuffer != NULL;
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}
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void SoundRes::Discard()
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{
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if (mSoundBuffer)
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{
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mSoundBuffer->ReleaseBuffer();
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mSoundBuffer = NULL;
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}
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}
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//--------------------------------------------------------------------------------
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void SoundRes::CopyFrom(const SoundRes& src)
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{
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mName = src.GetName();
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mIs3D = src.Is3D();
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//Because 'mSoundSystemSource' need a new value when copying, so must
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//set its value to null. Then when execute 'SoundSource::Play(void)',
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//'mSoundSystemSource' will be assigned to a new value.
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mSoundSystemSource = NULL;
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mDecompressFlag = src.GetDecompressFlag();
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mFrequency = src.GetFrequency();
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}
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} // namespace App
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#endif // __USE_AUDIO__ || __GENESIS_EDITOR__
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