//----------------------------------------------------------------------------- // 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(), 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( pObject ); // Use Object. event->mSoundEffect = dynamic_cast( Sim::findObject( pData ) ); // Set Duration. event->setDuration( 0 ); return false; }