0ad/source/soundmanager/items/CBufferItem.cpp
historic_bruno 011ba8255e New sound system implementation by stwf, refs #1223, #961.
Enables audio on OS X, refs #685, #931.
Fixes music not playing after a game, refs #946.

This was SVN commit r12428.
2012-08-15 00:10:44 +00:00

90 lines
2 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 "CBufferItem.h"
#include "soundmanager/data/SoundData.h"
#include <iostream>
CBufferItem::CBufferItem(CSoundData* sndData)
{
ResetVars();
if (InitOpenAL())
Attach(sndData);
}
CBufferItem::~CBufferItem()
{
Stop();
int num_processed;
alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed);
if (num_processed > 0)
{
ALuint* al_buf = new ALuint[num_processed];
alSourceUnqueueBuffers(m_ALSource, num_processed, al_buf);
delete[] al_buf;
}
}
bool CBufferItem::IdleTask()
{
HandleFade();
if (m_LastPlay)
{
int proc_state;
alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
return (proc_state != AL_STOPPED);
}
if (GetLooping())
{
int num_processed;
alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed);
for (int i = 0; i < num_processed; i++)
{
ALuint al_buf;
alSourceUnqueueBuffers(m_ALSource, 1, &al_buf);
alSourceQueueBuffers(m_ALSource, 1, &al_buf);
}
}
return true;
}
void CBufferItem::Attach(CSoundData* itemData)
{
if (itemData != NULL)
{
m_SoundData = itemData->IncrementCount();
alSourceQueueBuffers(m_ALSource, m_SoundData->GetBufferCount(),(const ALuint *) m_SoundData->GetBufferPtr());
}
}
void CBufferItem::SetLooping(bool loops)
{
m_Looping = loops;
}