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#include <memory>
#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<Resource> Sound::clone(const Asset & src) const {
auto instance = make_unique<Sound>(*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);
}
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