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📄 trackedmusic.cpp

📁 游戏音频程序设计-Beginning.Game.Audio.Programming
💻 CPP
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// TrackedMusic.cpp: implementation of the CTrackedMusic class.
//
//////////////////////////////////////////////////////////////////////

#include "TrackedMusic.h"
#include "mikmod.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

namespace AudioEngine {

std::vector<CTrackedMusic *> CTrackedMusic::m_AllTrackedMusicInstances;

CTrackedMusic::CTrackedMusic(CAudioManager *mgr) : CSound(mgr)
{
  m_Module = NULL;
  m_AllTrackedMusicInstances.push_back(this);
}

CTrackedMusic::~CTrackedMusic()
{
  if (m_Module) Player_Free(m_Module);
  
  std::vector<CTrackedMusic *>::iterator i = 
    std::find(m_AllTrackedMusicInstances.begin(), m_AllTrackedMusicInstances.end(), this);
  if (i != m_AllTrackedMusicInstances.end()) m_AllTrackedMusicInstances.erase(i);
}

void CTrackedMusic::FreeAllModules()
{
  for (std::vector<CTrackedMusic *>::iterator i = m_AllTrackedMusicInstances.begin();
  i != m_AllTrackedMusicInstances.end(); ++i) {
    if ((*i)->m_Module) {
      (*i)->Stop();
      Player_Free((*i)->m_Module);
      (*i)->m_Module = NULL;
    }
  }
}

bool CTrackedMusic::Play()
{
  Player_Start(m_Module);  
  return(true);
}

bool CTrackedMusic::Stop()
{
  Player_Stop();
  return(true);
}

bool CTrackedMusic::IsPlaying()
{
  return(Player_Active() != 0);
}

} // namespace

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