Torque3D/Engine/modules/Verve/Extension/SoundEffect/VSoundEffectEvent.cpp

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2019-03-07 22:23:41 +00:00
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "Verve/Core/VGroup.h"
#include "Verve/Extension/SoundEffect/VSoundEffectEvent.h"
#include "Verve/Extension/SoundEffect/VSoundEffectTrack.h"
#include "console/consoleTypes.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VSoundEffectEvent );
//-----------------------------------------------------------------------------
VSoundEffectEvent::VSoundEffectEvent( void ) :
mSoundEffect( NULL )
{
setLabel( "SoundEvent" );
}
void VSoundEffectEvent::initPersistFields( void )
{
Parent::initPersistFields();
addProtectedField( "SoundEffect", TYPEID<VTorque::SoundEffectType>(), Offset( mSoundEffect, VSoundEffectEvent ), &setSoundData, &defaultProtectedGetFn, "" );
}
//-----------------------------------------------------------------------------
//
// Callback Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VSoundEffectEvent::onTrigger( pTime, pDelta );
//
// Play the target sound effect. If this track belongs to a SceneObjectGroup,
// then the sound will play with the reference object's transform. If this is
// not the case, then a 2D sound will be played.
//
//-----------------------------------------------------------------------------
void VSoundEffectEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
{
Parent::onTrigger( pTime, pDelta );
// Fetch Track.
VSoundEffectTrack *track;
if ( !getTrack( track ) )
{
return;
}
// Position & Pitch.
U32 position = mAbs( ( pTime + pDelta ) - getStartTime() );
F32 pitch = mFabs( getControllerTimeScale() );
if ( position < SFXStartBuffer )
{
// Zero.
position = 0;
}
VSceneObjectGroup *group;
if ( getGroup( group ) )
{
// Play Sound With Reference.
track->mSource = VTorque::playSound( mSoundEffect, group->getSceneObject(), position, pitch );
}
else
{
// Play Sound.
track->mSource = VTorque::playSound( mSoundEffect, position, pitch );
}
}
//-----------------------------------------------------------------------------
//
// Property Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VSoundEffectEvent::setDuration( pDuration );
//
// This event's duration is always set to the sound object's duration.
//
//-----------------------------------------------------------------------------
void VSoundEffectEvent::setDuration( const S32 &pDuration )
{
// Clear Duration.
mDuration = VTorque::getSoundDuration( mSoundEffect );
}
//-----------------------------------------------------------------------------
//
// Static Field Methods.
//
//-----------------------------------------------------------------------------
bool VSoundEffectEvent::setSoundData( void *pObject, const char *pArray, const char *pData )
{
// Fetch Event.
VSoundEffectEvent *event = static_cast<VSoundEffectEvent*>( pObject );
// Use Object.
event->mSoundEffect = dynamic_cast<VTorque::SoundEffectType*>( Sim::findObject( pData ) );
// Set Duration.
event->setDuration( 0 );
return false;
}