//
// constructor
-FGSimpleSound::FGSimpleSound( string file ) {
+FGSimpleSound::FGSimpleSound( string file )
+ : pitch(1.0),
+ volume(1.0)
+{
SGPath slfile( globals->get_fg_root() );
slfile.append( file );
sample = new slSample ( (char *)slfile.c_str() );
volume_envelope->setStep ( 0, 0.01, 1.0 );
}
-FGSimpleSound::FGSimpleSound( unsigned char *buffer, int len ) {
+FGSimpleSound::FGSimpleSound( unsigned char *buffer, int len )
+ : pitch(1.0),
+ volume(1.0)
+{
sample = new slSample ( buffer, len );
pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
volume_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
delete sample;
}
-void FGSimpleSound::play_once( slScheduler *sched ) {
- sched->stopSample(sample);
- sched->playSample(sample);
+void FGSimpleSound::play( slScheduler *sched, bool looped ) {
+
+ // make sure sound isn't already playing
+ if ( sample->getPlayCount() > 0 ) {
+ sched->stopSample(sample);
+ // return;
+ }
+
+ if ( looped ) {
+ sched->loopSample(sample);
+ } else {
+ sched->playSample(sample);
+ }
+
sched->addSampleEnvelope(sample, 0, 0, pitch_envelope, SL_PITCH_ENVELOPE);
sched->addSampleEnvelope(sample, 0, 1, volume_envelope, SL_VOLUME_ENVELOPE);
}
-void FGSimpleSound::play_looped( slScheduler *sched ) {
- sched->loopSample(sample);
- sched->addSampleEnvelope(sample, 0, 0, pitch_envelope, SL_PITCH_ENVELOPE);
- sched->addSampleEnvelope(sample, 0, 1, volume_envelope, SL_VOLUME_ENVELOPE);
+void FGSimpleSound::stop( slScheduler *sched, bool quick ) {
+
+ sched->stopSample( sample );
}
//
}
+void
+FGSoundMgr::pause ()
+{
+ audio_sched->pauseSample(0, 0);
+}
+
+
+void
+FGSoundMgr::resume ()
+{
+ audio_sched->resumeSample(0, 0);
+}
+
+
// add a sound effect, return true if successful
bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
- sample_map_iterator it = samples.find(refname);
- if (it != samples.end())
- return false;
+ sound_map_iterator sound_it = sounds.find( refname );
+ if ( sound_it != sounds.end() ) {
+ // sound already exists
+ return false;
+ }
+
+ sample_map_iterator sample_it = samples.find( refname );
+ if ( sample_it != samples.end() ) {
+ // this sound has existed in the past and it's sample is still
+ // here, delete the sample so we can replace it.
+ samples.erase( sample_it );
+ }
sample_ref *sr = new sample_ref;
return true;
}
+
// add a sound from a file, return the sample if successful, else return NULL
FGSimpleSound *FGSoundMgr::add( const string& refname, const string &file ) {
FGSimpleSound *sound;
- if (file == (string)"")
+ if (file.empty())
return NULL;
sample_map_iterator it = samples.find(file);
return sound;
}
+
// remove a sound effect, return true if successful
bool FGSoundMgr::remove( const string& refname ) {
// delete sample;
sounds.erase( it );
+ // cout << "sndmgr: removed -> " << refname << endl;
return true;
- } else {
- return false;
+ } else {
+ // cout << "sndmgr: failed remove -> " << refname << endl;
+ return false;
}
}
sound_map_iterator it = sounds.find( refname );
if ( it != sounds.end() ) {
return it->second;
- } else {
+ } else {
return NULL;
}
}
if ((sample = find( refname )) == NULL)
return false;
- return sample->is_playing();
+ return (sample->get_sample()->getPlayCount() > 0 );
}