118 lines
3.6 KiB
C++
118 lines
3.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdsound.h"
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#include "nel/sound/music_sound.h"
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#include "nel/misc/path.h"
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#include "nel/georges/u_form_elm.h"
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using namespace std;
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using namespace NLMISC;
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namespace NLSOUND {
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// ***************************************************************************
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CMusicSound::CMusicSound()
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{
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// init with NULL in case of unexcepted access
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_FileName= NULL;
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_FadeInLength= 2000;
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_FadeOutLength= 2000;
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_MinimumPlayTime= 10000;
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_TimeBeforeCanReplay= 0;
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LastStopTime= INT_MIN;
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}
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// ***************************************************************************
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CMusicSound::~CMusicSound()
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{
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}
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// ***************************************************************************
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void CMusicSound::importForm(const std::string& filename, NLGEORGES::UFormElm& root)
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{
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NLGEORGES::UFormElm *psoundType;
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std::string dfnName;
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// some basic checking.
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root.getNodeByName(&psoundType, ".SoundType");
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nlassert(psoundType != NULL);
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psoundType->getDfnName(dfnName);
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nlassert(dfnName == "music_sound.dfn");
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// Call the base class
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CSound::importForm(filename, root);
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// fileName
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std::string musicFileName;
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root.getValueByName(musicFileName, ".SoundType.FileName");
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musicFileName = CFile::getFilename(musicFileName);
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_FileName = CStringMapper::map(musicFileName);
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// Other params
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root.getValueByName(_FadeInLength, ".SoundType.FadeInLength");
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root.getValueByName(_FadeOutLength, ".SoundType.FadeOutLength");
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root.getValueByName(_MinimumPlayTime, ".SoundType.MinimumPlayTime");
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root.getValueByName(_TimeBeforeCanReplay, ".SoundType.TimeBeforeCanReplay");
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}
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// ***************************************************************************
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uint32 CMusicSound::getDuration()
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{
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// Cannot know the length of this music sound.
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// Since its not really a sound (played in another "channel"), suppose 0
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return 0;
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}
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// ***************************************************************************
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void CMusicSound::getSubSoundList(std::vector<std::pair<std::string, CSound*> > &subsounds) const
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{
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subsounds.clear();
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}
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// ***************************************************************************
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void CMusicSound::serial(NLMISC::IStream &s)
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{
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s.serialVersion(0);
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CSound::serial(s);
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CStringMapper::serialString(s, _FileName);
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s.serial(_FadeInLength, _FadeOutLength);
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s.serial(_MinimumPlayTime, _TimeBeforeCanReplay);
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}
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// ***************************************************************************
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float CMusicSound::getMaxDistance() const
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{
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// used in background_sound_manager, since 2D sound, return 0 because
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// the sound must be cut once out of the patat
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return 0.f;
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}
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// ***************************************************************************
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bool CMusicSound::isDetailed() const
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{
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return false;
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}
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} // NLSOUND
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