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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
390 lines
7 KiB
C++
390 lines
7 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CSoundBase.h"
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#if CONFIG2_AUDIO
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#include "lib/timer.h"
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#include "soundmanager/SoundManager.h"
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#include "soundmanager/data/SoundData.h"
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#include "ps/CLogger.h"
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CSoundBase::CSoundBase()
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{
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ResetVars();
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}
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CSoundBase::~CSoundBase()
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{
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Stop();
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ReleaseOpenAL();
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}
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void CSoundBase::ReleaseOpenAL()
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{
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if (m_ALSource != 0)
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{
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AL_CHECK;
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alSourcei(m_ALSource, AL_BUFFER, 0L);
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AL_CHECK;
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((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource);
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AL_CHECK;
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m_ALSource = 0;
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}
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if (m_SoundData != 0)
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{
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AL_CHECK;
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CSoundData::ReleaseSoundData(m_SoundData);
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AL_CHECK;
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m_SoundData = 0;
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}
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}
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void CSoundBase::Attach(CSoundData* itemData)
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{
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UNUSED2(itemData);
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}
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void CSoundBase::ResetVars()
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{
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m_ALSource = 0;
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m_SoundData = 0;
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m_LastPlay = false;
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m_Looping = false;
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m_StartFadeTime = 0;
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m_EndFadeTime = 0;
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m_StartVolume = 0;
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m_EndVolume = 0;
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m_ShouldBePlaying = false;
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m_IsPaused = false;
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ResetFade();
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}
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void CSoundBase::ResetFade()
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{
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m_StartFadeTime = 0;
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m_EndFadeTime = 0;
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m_StartVolume = 0;
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m_EndVolume = 0;
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m_PauseAfterFade = false;
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}
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bool CSoundBase::Finished()
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{
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return !m_ShouldBePlaying && !IsPlaying();
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}
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bool CSoundBase::InitOpenAL()
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{
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alGetError(); /* clear error */
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m_ALSource = ((CSoundManager*)g_SoundManager)->GetALSource( this );
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AL_CHECK;
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if ( m_ALSource )
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{
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alSourcef(m_ALSource,AL_PITCH,1.0f);
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AL_CHECK;
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alSourcef(m_ALSource,AL_GAIN,1.0f);
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AL_CHECK;
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alSourcei(m_ALSource,AL_LOOPING,AL_FALSE);
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AL_CHECK;
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return true;
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}
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else
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{
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// LOGERROR("Source not allocated by SoundManager\n", 0);
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}
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return false;
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}
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void CSoundBase::SetGain(ALfloat gain)
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{
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AL_CHECK;
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if ( m_ALSource )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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alSourcef(m_ALSource, AL_GAIN, gain);
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AL_CHECK;
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}
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}
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void CSoundBase::SetRollOff(float rolls, float minDist, float maxDist)
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{
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if ( m_ALSource )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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alSourcef(m_ALSource, AL_REFERENCE_DISTANCE, minDist);
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AL_CHECK;
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alSourcef(m_ALSource, AL_MAX_DISTANCE, maxDist);
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AL_CHECK;
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alSourcef(m_ALSource, AL_ROLLOFF_FACTOR, rolls);
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AL_CHECK;
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}
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}
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void CSoundBase::EnsurePlay()
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{
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if (m_ShouldBePlaying && !m_IsPaused && !IsPlaying())
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Play();
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}
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void CSoundBase::SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain)
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{
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if ( m_ALSource )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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AL_CHECK;
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alSourcef(m_ALSource, AL_CONE_INNER_ANGLE, innerCone);
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AL_CHECK;
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alSourcef(m_ALSource, AL_CONE_OUTER_ANGLE, outerCone);
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AL_CHECK;
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alSourcef(m_ALSource, AL_CONE_OUTER_GAIN, coneGain);
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AL_CHECK;
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}
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}
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void CSoundBase::SetPitch(ALfloat pitch)
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{
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if ( m_ALSource )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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alSourcef(m_ALSource, AL_PITCH, pitch);
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AL_CHECK;
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}
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}
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void CSoundBase::SetDirection(const CVector3D& direction)
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{
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if ( m_ALSource )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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alSourcefv(m_ALSource, AL_DIRECTION, direction.AsFloatArray().data());
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AL_CHECK;
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}
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}
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bool CSoundBase::IsPlaying()
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{
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if ( m_ALSource )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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int proc_state;
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alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state);
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AL_CHECK;
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return (proc_state == AL_PLAYING);
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}
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return false;
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}
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void CSoundBase::SetLastPlay(bool last)
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{
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m_LastPlay = last;
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}
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bool CSoundBase::IdleTask()
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{
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return true;
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}
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void CSoundBase::SetLocation (const CVector3D& position)
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{
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if ( m_ALSource != 0 )
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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alSourcefv(m_ALSource,AL_POSITION, position.AsFloatArray().data());
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AL_CHECK;
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}
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}
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bool CSoundBase::HandleFade()
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{
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AL_CHECK;
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if (m_ALSource == 0)
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return true;
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if (m_StartFadeTime != 0)
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{
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double currTime = timer_Time();
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double pctDone = std::min(1.0, (currTime - m_StartFadeTime) / (m_EndFadeTime - m_StartFadeTime));
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pctDone = std::max(0.0, pctDone);
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ALfloat curGain = ((m_EndVolume - m_StartVolume) * pctDone) + m_StartVolume;
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if (curGain == 0)
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{
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if ( m_PauseAfterFade )
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Pause();
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else
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Stop();
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}
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else if (curGain == m_EndVolume)
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{
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if (m_ALSource != 0)
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alSourcef(m_ALSource, AL_GAIN, curGain);
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ResetFade();
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}
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else if (m_ALSource != 0)
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alSourcef(m_ALSource, AL_GAIN, curGain);
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AL_CHECK;
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}
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return true;
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}
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bool CSoundBase::IsFading()
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{
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return ((m_ALSource != 0) && (m_StartFadeTime != 0));
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}
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bool CSoundBase::GetLooping()
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{
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return m_Looping;
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}
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void CSoundBase::SetLooping(bool loops)
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{
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m_Looping = loops;
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if (m_ALSource != 0)
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{
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alSourcei(m_ALSource, AL_LOOPING, loops ? AL_TRUE : AL_FALSE);
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AL_CHECK;
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}
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}
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void CSoundBase::Play()
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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m_ShouldBePlaying = true;
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m_IsPaused = false;
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AL_CHECK;
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if (m_ALSource != 0)
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{
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alSourcePlay(m_ALSource);
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ALenum err = alGetError();
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if (err != AL_NO_ERROR)
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{
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if (err == AL_INVALID)
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((CSoundManager*)g_SoundManager)->SetDistressThroughError();
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else
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((CSoundManager*)g_SoundManager)->al_ReportError(err, __func__, __LINE__);
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}
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}
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}
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void CSoundBase::PlayAndDelete()
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{
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SetLastPlay(true);
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Play();
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}
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void CSoundBase::FadeAndPause(double fadeTime)
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{
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m_PauseAfterFade = true;
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FadeToIn(0, fadeTime);
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}
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void CSoundBase::FadeAndDelete(double fadeTime)
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{
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SetLastPlay(true);
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FadeToIn(0, fadeTime);
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}
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void CSoundBase::StopAndDelete()
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{
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SetLastPlay(true);
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Stop();
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}
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void CSoundBase::PlayLoop()
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{
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if (m_ALSource != 0)
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{
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SetLooping(true);
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Play();
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AL_CHECK;
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}
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}
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void CSoundBase::FadeToIn(ALfloat newVolume, double fadeDuration)
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{
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if (m_ALSource != 0)
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{
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ALenum proc_state;
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alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state);
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if (proc_state == AL_PLAYING)
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{
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m_StartFadeTime = timer_Time();
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m_EndFadeTime = m_StartFadeTime + fadeDuration;
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alGetSourcef(m_ALSource, AL_GAIN, &m_StartVolume);
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m_EndVolume = newVolume;
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}
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AL_CHECK;
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}
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}
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void CSoundBase::Stop()
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{
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m_ShouldBePlaying = false;
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if (m_ALSource != 0)
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{
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std::lock_guard<std::mutex> lock(m_ItemMutex);
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AL_CHECK;
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alSourcei(m_ALSource, AL_LOOPING, AL_FALSE);
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AL_CHECK;
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alSourceStop(m_ALSource);
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AL_CHECK;
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}
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}
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const Path CSoundBase::GetName()
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{
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if (m_SoundData)
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return m_SoundData->GetFileName();
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return Path();
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}
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void CSoundBase::Pause()
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{
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if (m_ALSource != 0)
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{
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m_IsPaused = true;
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alSourcePause(m_ALSource);
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AL_CHECK;
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}
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}
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void CSoundBase::Resume()
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{
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if (m_ALSource != 0)
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{
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alSourcePlay(m_ALSource);
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AL_CHECK;
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}
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}
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#endif // CONFIG2_AUDIO
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