mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
131 lines
4.5 KiB
C++
131 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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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 "Verve/Core/VGroup.h"
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#include "Verve/Extension/SoundEffect/VSoundEffectEvent.h"
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#include "Verve/Extension/SoundEffect/VSoundEffectTrack.h"
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#include "console/consoleTypes.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( VSoundEffectEvent );
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//-----------------------------------------------------------------------------
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VSoundEffectEvent::VSoundEffectEvent( void ) :
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mSoundEffect( NULL )
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{
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setLabel( "SoundEvent" );
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}
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void VSoundEffectEvent::initPersistFields( void )
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{
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Parent::initPersistFields();
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addProtectedField( "SoundEffect", TYPEID<VTorque::SoundEffectType>(), Offset( mSoundEffect, VSoundEffectEvent ), &setSoundData, &defaultProtectedGetFn, "" );
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}
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//-----------------------------------------------------------------------------
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//
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// Callback Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VSoundEffectEvent::onTrigger( pTime, pDelta );
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//
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// Play the target sound effect. If this track belongs to a SceneObjectGroup,
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// then the sound will play with the reference object's transform. If this is
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// not the case, then a 2D sound will be played.
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//
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//-----------------------------------------------------------------------------
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void VSoundEffectEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
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{
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Parent::onTrigger( pTime, pDelta );
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// Fetch Track.
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VSoundEffectTrack *track;
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if ( !getTrack( track ) )
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{
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return;
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}
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// Position & Pitch.
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U32 position = mAbs( ( pTime + pDelta ) - getStartTime() );
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F32 pitch = mFabs( getControllerTimeScale() );
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if ( position < SFXStartBuffer )
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{
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// Zero.
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position = 0;
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}
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VSceneObjectGroup *group;
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if ( getGroup( group ) )
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{
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// Play Sound With Reference.
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track->mSource = VTorque::playSound( mSoundEffect, group->getSceneObject(), position, pitch );
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}
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else
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{
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// Play Sound.
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track->mSource = VTorque::playSound( mSoundEffect, position, pitch );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Property Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VSoundEffectEvent::setDuration( pDuration );
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//
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// This event's duration is always set to the sound object's duration.
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//
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//-----------------------------------------------------------------------------
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void VSoundEffectEvent::setDuration( const S32 &pDuration )
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{
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// Clear Duration.
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mDuration = VTorque::getSoundDuration( mSoundEffect );
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}
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//-----------------------------------------------------------------------------
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//
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// Static Field Methods.
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//
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//-----------------------------------------------------------------------------
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bool VSoundEffectEvent::setSoundData( void *pObject, const char *pArray, const char *pData )
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{
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// Fetch Event.
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VSoundEffectEvent *event = static_cast<VSoundEffectEvent*>( pObject );
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// Use Object.
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event->mSoundEffect = dynamic_cast<VTorque::SoundEffectType*>( Sim::findObject( pData ) );
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// Set Duration.
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event->setDuration( 0 );
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return false;
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} |