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#include "../api/Asset.h"
#include "../util/Log.h"
#include "Sound.h"
#include "SoundContext.h"
using namespace crepe;
using namespace std;
Sound::Sound(const Asset & src) : Resource(src) {
this->sample.load(src.get_path().c_str());
dbg_trace();
}
Sound::~Sound() { dbg_trace(); }
void Sound::play() {
SoundContext & ctx = this->context.get();
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.get();
if (ctx.engine.getPause(this->handle)) return;
ctx.engine.setPause(this->handle, true);
}
void Sound::rewind() {
SoundContext & ctx = this->context.get();
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.get();
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.get();
if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
ctx.engine.setLooping(this->handle, this->looping);
}
void Sound::set_context(SoundContext & ctx) {
this->context = ctx;
}
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