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https://github.com/TorqueGameEngines/Torque3D.git
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audio gui control
a gui element that plays a sound on loop, with minor configuration options and a logcal block for conditional plug in
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209
Engine/source/gui/shiny/guiAudioCtrl.cpp
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209
Engine/source/gui/shiny/guiAudioCtrl.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gui/shiny/guiAudioCtrl.h"
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#include "console/engineAPI.h"
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#include "sfx/sfxSystem.h"
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#include "sfx/sfxTrack.h"
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#include "sfx/sfxSource.h"
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#include "sfx/sfxTypes.h"
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#define TickMs 32
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IMPLEMENT_CONOBJECT( GuiAudioCtrl );
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ConsoleDocClass( GuiAudioCtrl,
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"@brief Brief Description.\n\n"
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"Audio PLayback.\n\n"
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"@ingroup GuiUtil\n");
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GuiAudioCtrl::GuiAudioCtrl()
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{
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INIT_ASSET(Sound);
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mTickPeriodMS = 100;
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mLastThink = 0;
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mCurrTick = 0;
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mPlayIf = "";
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mSoundPlaying = NULL;
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mUseTrackDescriptionOnly = false;
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mDescription.mIs3D = false;
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mDescription.mIsLooping = true;
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mDescription.mIsStreaming = false;
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mDescription.mFadeInTime = -1.f;
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mDescription.mFadeOutTime = -1.f;
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mVolume = 1;
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mPitch = 1;
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mFadeInTime = -1;
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mFadeOutTime = -1;
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mSourceGroup = NULL;
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setProcessTicks();
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}
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GuiAudioCtrl::~GuiAudioCtrl()
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{
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if (mSoundPlaying)
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mSoundPlaying->stop();
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SFX_DELETE(mSoundPlaying);
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}
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bool GuiAudioCtrl::onWake()
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{
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return Parent::onWake();
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}
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void GuiAudioCtrl::onSleep()
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{
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if (mSoundPlaying)
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mSoundPlaying->stop();
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SFX_DELETE(mSoundPlaying);
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Parent::onSleep();
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}
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void GuiAudioCtrl::processTick()
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{
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if (mLastThink + mTickPeriodMS < mCurrTick)
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{
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mCurrTick = 0;
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mLastThink = 0;
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if (isSoundValid())
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{
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_update();
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}
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}
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else
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{
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mCurrTick += TickMs;
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}
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}
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bool GuiAudioCtrl::testCondition()
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{
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if (mPlayIf.isEmpty())
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return true; //we've got no tests to run so just do it
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//test the mapper plugged in condition line
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String resVar = getIdString() + String(".result");
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Con::setBoolVariable(resVar.c_str(), false);
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String command = resVar + "=" + mPlayIf + ";";
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Con::evaluatef(command.c_str());
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if (Con::getBoolVariable(resVar.c_str()) == 1)
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{
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return true;
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}
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return false;
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}
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void GuiAudioCtrl::initPersistFields()
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{
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addGroup("Sounds");
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INITPERSISTFIELD_SOUNDASSET(Sound, GuiAudioCtrl, "Looping SoundAsset to play while GuiAudioCtrl is active.");
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addField("tickPeriodMS", TypeS32, Offset(mTickPeriodMS, GuiAudioCtrl),
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"@brief Time in milliseconds between calls to onTick().\n\n"
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"@see onTickTrigger()\n");
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addField("playIf", TypeCommand, Offset(mPlayIf, GuiAudioCtrl), "evaluation condition to trip playback (true/false)");
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addField("useTrackDescriptionOnly", TypeBool, Offset(mUseTrackDescriptionOnly, GuiAudioCtrl),
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"If this is true, all fields except for #playOnAdd and #track are ignored on the emitter object.\n"
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"This is useful to prevent fields in the #track's description from being overridden by emitter fields.");
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addField("sourceGroup", TypeSFXSourceName, Offset(mSourceGroup, GuiAudioCtrl),
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"The SFXSource to which to assign the sound of this emitter as a child.\n"
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"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
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"@see SFXDescription::sourceGroup");
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addField("volume", TypeF32, Offset(mVolume, GuiAudioCtrl),
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"Volume level to apply to the sound.\n"
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"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
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"@see SFXDescription::volume");
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addField("pitch", TypeF32, Offset(mPitch, GuiAudioCtrl),
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"Pitch shift to apply to the sound. Default is 1 = play at normal speed.\n"
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"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
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"@see SFXDescription::pitch");
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addField("fadeInTime", TypeF32, Offset(mFadeInTime, GuiAudioCtrl),
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"Number of seconds to gradually fade in volume from zero when playback starts.\n"
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"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
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"@see SFXDescription::fadeInTime");
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addField("fadeOutTime", TypeF32, Offset(mFadeOutTime, GuiAudioCtrl),
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"Number of seconds to gradually fade out volume down to zero when playback is stopped or paused.\n"
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"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
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"@see SFXDescription::fadeOutTime");
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endGroup("Sounds");
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Parent::initPersistFields();
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}
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void GuiAudioCtrl::_update()
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{
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if (isSoundValid())
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{
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//mLocalProfile = *mSoundAsset->getSfxProfile();
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mDescription = *mSoundAsset->getSfxDescription();
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}
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// Make sure all the settings are valid.
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mDescription.validate();
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bool useTrackDescriptionOnly = (mUseTrackDescriptionOnly && getSoundProfile());
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if (getSoundProfile())
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{
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if (mSoundPlaying == NULL)
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{
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mSoundPlaying = SFX->createSource(getSoundProfile());
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}
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}
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// The rest only applies if we have a source.
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if (mSoundPlaying && !useTrackDescriptionOnly)
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{
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// Set the volume irrespective of the profile.
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if (mSourceGroup)
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{
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mSourceGroup->addObject(mSoundPlaying);
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mSoundPlaying->setVolume(mSourceGroup->getVolume() * mVolume);
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}
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else
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{
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mSoundPlaying->setVolume(mVolume);
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}
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mSoundPlaying->setPitch(mPitch);
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mSoundPlaying->setFadeTimes(mFadeInTime, mFadeOutTime);
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}
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if (testCondition() && isActive() && isAwake())
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{
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if (mSoundPlaying && !mSoundPlaying->isPlaying())
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{
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mSoundPlaying->play();
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}
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}
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else
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{
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if (mSoundPlaying != NULL)
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{
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mSoundPlaying->stop();
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}
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}
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}
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102
Engine/source/gui/shiny/guiAudioCtrl.h
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102
Engine/source/gui/shiny/guiAudioCtrl.h
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@ -0,0 +1,102 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIAUDIOCTRL_H_
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#define _GUIAUDIOCTRL_H_
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#ifndef _GUITICKCTRL_H_
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#include "gui/shiny/guiTickCtrl.h"
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#endif
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#ifndef SOUND_ASSET_H
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#include "T3D/assets/SoundAsset.h"
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#endif
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/// This Gui Control is designed to be subclassed to let people create controls
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/// which want to receive update ticks at a constant interval. This class was
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/// created to be the Parent class of a control which used a DynamicTexture
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/// along with a VectorField to create warping effects much like the ones found
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/// in visualization displays for iTunes or Winamp. Those displays are updated
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/// at the framerate frequency. This works fine for those effects, however for
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/// an application of the same type of effects for things like Gui transitions
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/// the framerate-driven update frequency is not desirable because it does not
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/// allow the developer to be able to have any idea of a consistent user-experience.
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///
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/// Enter the ITickable interface. This lets the Gui control, in this case, update
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/// the dynamic texture at a constant rate of once per tick, even though it gets
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/// rendered every frame, thus creating a framerate-independent update frequency
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/// so that the effects are at a consistent speed regardless of the specifics
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/// of the system the user is on. This means that the screen-transitions will
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/// occur in the same time on a machine getting 300fps in the Gui shell as a
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/// machine which gets 150fps in the Gui shell.
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/// @see ITickable
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class GuiAudioCtrl : public GuiTickCtrl
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{
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typedef GuiTickCtrl Parent;
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private:
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protected:
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// So this can be instantiated and not be a pure virtual class
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void interpolateTick( F32 delta ) {};
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void processTick();
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void advanceTime( F32 timeDelta ) {};
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S32 mTickPeriodMS;
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U32 mLastThink;
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U32 mCurrTick;
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String mPlayIf;
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SFXSource* mSoundPlaying;
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/// Whether to leave sound setup exclusively to the assigned mTrack and not
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/// override part of the track's description with emitter properties.
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bool mUseTrackDescriptionOnly;
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/// The description and variant values used by the local profile.
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SFXDescription mDescription;
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SFXSource* mSourceGroup;
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F32 mVolume;
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F32 mPitch;
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F32 mFadeInTime;
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F32 mFadeOutTime;
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/// Called when the emitter state has been marked
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/// dirty and the source needs to be updated.
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void _update();
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public:
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DECLARE_SOUNDASSET(GuiAudioCtrl, Sound);
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DECLARE_ASSET_SETGET(GuiAudioCtrl, Sound);
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GuiAudioCtrl();
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~GuiAudioCtrl();
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// GuiControl.
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bool onWake();
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void onSleep();
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void setActive(bool value) {};
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bool testCondition();
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiAudioCtrl);
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DECLARE_CATEGORY( "Gui Other" );
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};
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#endif
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