File: Sound.cpp

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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#include "hpl1/engine/sound/Sound.h"
#include "hpl1/engine/resources/Resources.h"
#include "hpl1/engine/sound/LowLevelSound.h"
#include "hpl1/engine/sound/MusicHandler.h"
#include "hpl1/engine/sound/SoundHandler.h"
#include "hpl1/engine/system/low_level_system.h"

namespace hpl {

//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

cSound::cSound(iLowLevelSound *apLowLevelSound) : iUpdateable("HPL_Sound") {
	mpLowLevelSound = apLowLevelSound;
}

//-----------------------------------------------------------------------

cSound::~cSound() {
	Log("Exiting Sound Module\n");
	Log("--------------------------------------------------------\n");

	hplDelete(mpSoundHandler);
	hplDelete(mpMusicHandler);

	Log("--------------------------------------------------------\n\n");
}

//-----------------------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

void cSound::Update(float afTimeStep) {
	mpSoundHandler->Update(afTimeStep);
	mpMusicHandler->Update(afTimeStep);

	mpLowLevelSound->UpdateSound(afTimeStep);
}

//-----------------------------------------------------------------------

void cSound::Init(cResources *apResources, bool abUseHardware, bool abForceGeneric, bool abUseEnvAudio, int alMaxChannels,
				  int alStreamUpdateFreq, bool abUseThreading, bool abUseVoiceManagement,
				  int alMaxMonoSourceHint, int alMaxStereoSourceHint,
				  int alStreamingBufferSize, int alStreamingBufferCount, bool abEnableLowLevelLog, tString asDeviceName) {
	mpResources = apResources;

	Log("Initializing Sound Module\n");
	Log("--------------------------------------------------------\n");

	mpLowLevelSound->Init(abUseHardware, abForceGeneric, abUseEnvAudio, alMaxChannels, alStreamUpdateFreq, abUseThreading,
						  abUseVoiceManagement, alMaxMonoSourceHint, alMaxStereoSourceHint,
						  alStreamingBufferSize, alStreamingBufferCount, abEnableLowLevelLog, asDeviceName);

	mpSoundHandler = hplNew(cSoundHandler, (mpLowLevelSound, mpResources));
	mpMusicHandler = hplNew(cMusicHandler, (mpLowLevelSound, mpResources));

	Log("--------------------------------------------------------\n\n");
}

//-----------------------------------------------------------------------

} // namespace hpl