/* 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