0ad/source/soundmanager/js/AmbientSound.cpp
historic_bruno a29acce208 Adds some missing includes, refs #1614
This was SVN commit r12577.
2012-09-01 18:23:13 +00:00

113 lines
3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "AmbientSound.h"
#include "lib/config2.h"
#include "lib/utf8.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "soundmanager/SoundManager.h"
JAmbientSound::JAmbientSound(const VfsPath& pathname) : m_FileName(pathname)
{
}
// start playing the sound, all ambient sounds loop
bool JAmbientSound::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)
aSnd->PlayAsAmbient();
else
LOGERROR(L"sound item could not be loaded to play: %ls\n", m_FileName.string().c_str());
}
#endif // CONFIG2_AUDIO
return true;
}
// start playing the sound, all ambient sounds loop
bool JAmbientSound::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)
aSnd->PlayAsAmbient();
else
LOGERROR(L"sound item could not be loaded to loop: %ls\n", m_FileName.string().c_str());
}
#endif // CONFIG2_AUDIO
return true;
}
bool JAmbientSound::Free(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
#if CONFIG2_AUDIO
if ( g_SoundManager )
g_SoundManager->SetAmbientItem(0L);
#endif // CONFIG2_AUDIO
return true;
}
// Script-bound functions
void JAmbientSound::ScriptingInit()
{
AddMethod<CStr, &JAmbientSound::ToString>("toString", 0);
AddMethod<bool, &JAmbientSound::Play>("play", 0);
AddMethod<bool, &JAmbientSound::Loop>("loop", 0);
AddMethod<bool, &JAmbientSound::Free>("free", 0);
CJSObject<JAmbientSound>::ScriptingInit("AmbientSound", &JAmbientSound::Construct, 1);
}
CStr JAmbientSound::ToString(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
std::ostringstream stringStream;
stringStream << "[object AmbientSound: ";
stringStream << m_FileName.string().c_str();
return stringStream.str();
}
JSBool JAmbientSound::Construct(JSContext* cx, uintN UNUSED(argc), jsval* vp)
{
// JSU_REQUIRE_MIN_PARAMS(1);
CStrW filename;
if (! ToPrimitive<CStrW>(cx, JS_ARGV(cx, vp)[0], filename))
return JS_FALSE;
JAmbientSound* newObject = new JAmbientSound(filename);
newObject->m_EngineOwned = false;
JS_SET_RVAL(cx, vp, OBJECT_TO_JSVAL(newObject->GetScript()));
return JS_TRUE;
}