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SoundMusic.cpp
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SoundMusic.cpp
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// Copyright © 2008-2015 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "SoundMusic.h"
#include "libs.h" //for clamp
#include "Pi.h"
#include "LuaEvent.h"
#include <map>
namespace Sound {
MusicEvent::MusicEvent() : Event() { }
MusicEvent::MusicEvent(Uint32 id) : Event(id) { }
MusicEvent::~MusicEvent() { }
void MusicEvent::Play(const char *fx, const float volume_left, const float volume_right, Op op)
{
Stop();
eid = PlayMusic(fx, volume_left, volume_right, op);
}
MusicPlayer::MusicPlayer() :
m_volume(0.8f),
m_playing(false),
m_eventOnePlaying(false),
m_currentSongName(""),
m_enabled(true)
{
}
MusicPlayer::~MusicPlayer()
{
}
float MusicPlayer::GetVolume() const
{
return m_volume;
}
void MusicPlayer::SetVolume(const float vol)
{
m_volume = Clamp(vol, 0.f, 1.f);
//the other song might be fading out so don't set its volume
if (m_eventOnePlaying && m_eventOne.IsPlaying())
m_eventOne.SetVolume(m_volume);
else if (m_eventTwo.IsPlaying())
m_eventTwo.SetVolume(m_volume);
}
void MusicPlayer::Play(const std::string& name, const bool repeat /* = false */ , const float fadeDelta /* = 1.f */ )
{
if (!m_enabled) return;
Sound::Op op = 0;
if (repeat)
op |= Sound::OP_REPEAT;
if (m_eventOnePlaying) {
m_eventOne.VolumeAnimate(0.f, 0.f, fadeDelta, fadeDelta);
m_eventOne.SetOp(Sound::OP_STOP_AT_TARGET_VOLUME);
m_eventTwo.Play(name.c_str(), 0.f, 0.f, op);
m_eventTwo.VolumeAnimate(m_volume, m_volume, fadeDelta, fadeDelta);
m_eventOnePlaying = false;
} else {
m_eventTwo.VolumeAnimate(0.f, 0.f, fadeDelta, fadeDelta);
m_eventTwo.SetOp(Sound::OP_STOP_AT_TARGET_VOLUME);
m_eventOne.Play(name.c_str(), 0.f, 0.f, op);
m_eventOne.VolumeAnimate(m_volume, m_volume, fadeDelta, fadeDelta);
m_eventOnePlaying = true;
}
m_playing = true;
m_currentSongName = name;
}
void MusicPlayer::Stop()
{
m_eventOne.Stop();
m_eventTwo.Stop();
m_playing = false;
}
void MusicPlayer::FadeOut(const float fadeDelta)
{
if (m_eventOnePlaying) {//2 might be already fading out
m_eventOne.SetOp(Sound::OP_STOP_AT_TARGET_VOLUME);
m_eventOne.VolumeAnimate(0.f, 0.f, fadeDelta, fadeDelta);
} else { // 1 might be already fading out
m_eventTwo.SetOp(Sound::OP_STOP_AT_TARGET_VOLUME);
m_eventTwo.VolumeAnimate(0.f, 0.f, fadeDelta, fadeDelta);
}
}
void MusicPlayer::Update()
{
PROFILE_SCOPED()
if (m_playing) { //expecting report
if ((m_eventOnePlaying && !m_eventOne.IsPlaying()) || (!m_eventOnePlaying && !m_eventTwo.IsPlaying())) {
m_playing = false;
LuaEvent::Queue("onSongFinished");
}
}
}
const std::string MusicPlayer::GetCurrentSongName() const
{
return m_currentSongName;
}
const std::vector<std::string> MusicPlayer::GetSongList() const
{
using std::string;
using std::pair;
std::vector<string> songs;
const std::map<string, Sample> samples = Sound::GetSamples();
for (std::map<string, Sample>::const_iterator it = samples.begin();
it != samples.end(); ++it) {
if (it->second.isMusic)
songs.push_back(it->first.c_str());
}
return songs;
}
bool MusicPlayer::IsPlaying() const
{
return (m_eventOne.IsPlaying() || m_eventTwo.IsPlaying());
}
void MusicPlayer::SetEnabled(const bool en)
{
m_enabled = en;
if (!en && IsPlaying()) Stop();
}
} /* namespace sound */