/* Copyright (C) 2012 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 "MusicSound.h" #include "lib/config2.h" #include "lib/utf8.h" #include "maths/Vector3D.h" #include "ps/CStr.h" #include "ps/Filesystem.h" #include "soundmanager/SoundManager.h" JMusicSound::JMusicSound(const VfsPath& pathname) : m_FileName(pathname) { } bool JMusicSound::Play(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv)) { #if CONFIG2_AUDIO if ( g_SoundManager ) { ISoundItem* aSnd = g_SoundManager->LoadItem(m_FileName); if (aSnd != NULL) aSnd->PlayAsMusic(); } #endif // CONFIG2_AUDIO return true; } // request the sound be played until free() is called. returns immediately. bool JMusicSound::Loop(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv)) { #if CONFIG2_AUDIO if ( g_SoundManager ) { ISoundItem* aSnd = g_SoundManager->LoadItem(m_FileName); if (aSnd != NULL) aSnd->PlayAsMusic(); } #endif // CONFIG2_AUDIO return true; } void JMusicSound::ScriptingInit() { AddMethod("toString", 0); AddMethod("play", 0); AddMethod("loop", 0); CJSObject::ScriptingInit("MusicSound", &JMusicSound::Construct, 1); } CStr JMusicSound::ToString(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv)) { std::ostringstream stringStream; stringStream << "[object MusicSound: "; stringStream << m_FileName.string().c_str(); return stringStream.str(); } JSBool JMusicSound::Construct(JSContext* cx, uintN UNUSED(argc), jsval* vp) { CStrW filename; if (! ToPrimitive(cx, JS_ARGV(cx, vp)[0], filename)) return JS_FALSE; JMusicSound* newObject = new JMusicSound(filename); newObject->m_EngineOwned = false; JS_SET_RVAL(cx, vp, OBJECT_TO_JSVAL(newObject->GetScript())); return JS_TRUE; }