#include #include "../Asset.h" #include "../util/Log.h" #include "Sound.h" #include "SoundContext.h" using namespace crepe; using namespace std; Sound::Sound(SoundContext & ctx) : context(ctx) { dbg_trace(); } unique_ptr Sound::clone(const Asset & src) const { auto instance = make_unique(*this); instance->sample.load(src.get_path().c_str()); return instance; } void Sound::play() { SoundContext & ctx = this->context; if (ctx.engine.getPause(this->handle)) { // resume if paused ctx.engine.setPause(this->handle, false); } else { // or start new sound this->handle = ctx.engine.play(this->sample, this->volume); ctx.engine.setLooping(this->handle, this->looping); } } void Sound::pause() { SoundContext & ctx = this->context; if (ctx.engine.getPause(this->handle)) return; ctx.engine.setPause(this->handle, true); } void Sound::rewind() { SoundContext & ctx = this->context; if (!ctx.engine.isValidVoiceHandle(this->handle)) return; ctx.engine.seek(this->handle, 0); } void Sound::set_volume(float volume) { this->volume = volume; SoundContext & ctx = this->context; if (!ctx.engine.isValidVoiceHandle(this->handle)) return; ctx.engine.setVolume(this->handle, this->volume); } void Sound::set_looping(bool looping) { this->looping = looping; SoundContext & ctx = this->context; if (!ctx.engine.isValidVoiceHandle(this->handle)) return; ctx.engine.setLooping(this->handle, this->looping); }