📄 oasisaudible.cpp
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/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisAudible.cpp
* DESCRIPTION : An audible object
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
#include "oasisAudible.h"
#include "oasisSoundSystem.h"
#include "oasisSound.h"
#include "oasisException.h"
namespace Oasis {
audible::audible( ) {
sounds.clear( );
}
audible::~audible( ) {
removeAndDestroyAllSounds( );
}
sound *audible::addSound( const string &name, const string &templateName ) {
// If there is no sound system, error. Perhaps we could start it?
if ( !soundSystem::getPtr( ) ) {
oasisError( exception::ET_INTERNAL_ERROR,
"To include sounds in audibles, start the sound system",
"audible::addSound" );
}
sound *object = soundSystem::get( ).
createSound( soundSystem::get( ).getNextUniqueName( ),
templateName );
addSound( name, object );
return object;
}
void audible::addSound( const string &name, sound *soundObject ) {
if ( !soundObject ) {
oasisError( exception::ET_NULL_POINTER,
"Sound was null",
"audible::addSound" );
}
_processNewSound( soundObject );
sounds[ name ] = soundObject;
}
sound *audible::getSound( const string &name ) {
// Find sound
soundMap::iterator it = sounds.find( name );
if ( it == sounds.end( ) ) {
oasisError( exception::ET_ITEM_NOT_FOUND,
"Sound item " + name + " not found",
"audible::getSound" );
} else {
return it->second;
}
}
sound *audible::playSound( const string &name ) {
sound *object = getSound( name );
object->play( );
return object;
}
sound *audible::stopSound( const string &name ) {
sound *object = getSound( name );
object->stop( );
return object;
}
void audible::stopAllSounds( void ) {
// Stop everything
for( soundMap::iterator it = sounds.begin( );
it != sounds.end( ); ++it ) {
( it->second )->stop( );
}
}
void audible::removeAllSounds( void ) {
stopAllSounds( );
sounds.clear( );
}
void audible::removeAndDestroyAllSounds( void ) {
// Destroy everything
for( soundMap::iterator it = sounds.begin( );
it != sounds.end( ); ++it ) {
soundSystem::get( ).removeSound( it->second );
}
sounds.clear( );
}
void audible::removeSound( const string &name ) {
sounds.erase( name );
}
void audible::removeAndDestroySound( const string &name ) {
sound *object = getSound( name );
soundSystem::get( ).removeSound( object );
sounds.erase( name );
}
audible::soundIterator audible::getSoundIterator( void ) {
return soundIterator( sounds.begin( ), sounds.end( ) );
}
void audible::_setSoundPosition( sound *soundObject,
const vector3 &newPosition ) {
soundObject->setPosition( newPosition );
}
void audible::_setAllSoundPositions( const vector3 &newPosition ) {
for ( soundMap::iterator it = sounds.begin( );
it != sounds.end( ); ++it ) {
it->second->setPosition( newPosition );
}
}
}
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