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#include "util/log.h"
#include "Sound.h"
#include "SoundContext.h"
using namespace crepe;
Sound::Sound(std::unique_ptr<api::Asset> res) {
dbg_trace();
this->load(std::move(res));
}
Sound::Sound(const char * src) {
dbg_trace();
this->load(std::make_unique<api::Asset>(src));
}
void Sound::load(std::unique_ptr<api::Asset> res) {
this->sample.load(res->canonical());
}
void Sound::play() {
SoundContext & ctx = SoundContext::get_instance();
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 = SoundContext::get_instance();
if (ctx.engine.getPause(this->handle)) return;
ctx.engine.setPause(this->handle, true);
}
void Sound::rewind() {
SoundContext & ctx = SoundContext::get_instance();
if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
ctx.engine.seek(this->handle, 0);
}
void Sound::set_volume(float volume) {
this->volume = volume;
SoundContext & ctx = SoundContext::get_instance();
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 = SoundContext::get_instance();
if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
ctx.engine.setLooping(this->handle, this->looping);
}
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