/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #include "precompiled.h" #include "CSoundItem.h" #if CONFIG2_AUDIO #include "soundmanager/SoundManager.h" #include "soundmanager/data/SoundData.h" #include CSoundItem::CSoundItem() { ResetVars(); } CSoundItem::CSoundItem(CSoundData* sndData) { ResetVars(); if (InitOpenAL()) Attach(sndData); } CSoundItem::~CSoundItem() { Stop(); ReleaseOpenAL(); } bool CSoundItem::IdleTask() { if ( m_ALSource == 0 ) return false; HandleFade(); if (m_LastPlay && m_ALSource) { std::lock_guard lock(m_ItemMutex); int proc_state; alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state); AL_CHECK; m_ShouldBePlaying = (proc_state != AL_STOPPED && proc_state != AL_INITIAL && proc_state != AL_PAUSED); return m_ShouldBePlaying; } return true; } void CSoundItem::Attach(CSoundData* itemData) { if (m_SoundData != NULL) { CSoundData::ReleaseSoundData(m_SoundData); m_SoundData = 0; } if (itemData != NULL) { AL_CHECK; alSourcei(m_ALSource, AL_BUFFER, 0); AL_CHECK; m_SoundData = itemData->IncrementCount(); alSourcei(m_ALSource, AL_BUFFER, m_SoundData->GetBuffer()); AL_CHECK; } } #endif // CONFIG2_AUDIO