khanat-opennel-code/code/nel/src/sound/music_sound.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

118 lines
3.6 KiB
C++

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