#include "util/log.h" #include "Sound.h" #include "SoundSystem.h" using namespace crepe; Sound::Sound(std::unique_ptr res) { dbg_trace(); this->load(std::move(res)); } Sound::Sound(const char * src) { dbg_trace(); this->load(std::make_unique(src)); } void Sound::load(std::unique_ptr res) { this->sample.load(res->canonical()); } void Sound::play() { SoundSystem & system = SoundSystem::get_instance(); if (system.engine.getPause(this->handle)) { // resume if paused system.engine.setPause(this->handle, false); } else { // or start new sound this->handle = system.engine.play(this->sample, this->volume); system.engine.setLooping(this->handle, this->looping); } } void Sound::pause() { SoundSystem & system = SoundSystem::get_instance(); if (system.engine.getPause(this->handle)) return; system.engine.setPause(this->handle, true); } void Sound::rewind() { SoundSystem & system = SoundSystem::get_instance(); if (!system.engine.isValidVoiceHandle(this->handle)) return; system.engine.seek(this->handle, 0); } void Sound::set_volume(float volume) { this->volume = volume; SoundSystem & system = SoundSystem::get_instance(); if (!system.engine.isValidVoiceHandle(this->handle)) return; system.engine.setVolume(this->handle, this->volume); } void Sound::set_looping(bool looping) { this->looping = looping; SoundSystem & system = SoundSystem::get_instance(); if (!system.engine.isValidVoiceHandle(this->handle)) return; system.engine.setLooping(this->handle, this->looping); }