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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: MusicTrack.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Music Director class to manage selection, setup, and playback
+ of background music tracks for both menu and game modes
+*/
+
+
+#include "MemDebug.h"
+#include "MusicTrack.h"
+#include "MusicDirector.h"
+#include "Starshatter.h"
+#include "AudioConfig.h"
+
+#include "Game.h"
+#include "Sound.h"
+
+// +-------------------------------------------------------------------+
+
+const double FADE_TIME = 1.5;
+const double SILENCE = -5000;
+
+// +-------------------------------------------------------------------+
+
+MusicTrack::MusicTrack(const Text& txt, int m, int n)
+: name(txt), sound(0), state(NONE), mode(m), index(n),
+fade(0), fade_time(FADE_TIME)
+{
+ long max_vol = 0;
+
+ if (mode >= MusicDirector::FLIGHT)
+ max_vol = AudioConfig::GameMusic();
+ else
+ max_vol = AudioConfig::MenuMusic();
+
+ if (max_vol <= AudioConfig::Silence())
+ return;
+
+ name.setSensitive(false);
+
+ if (name.contains(".ogg")) {
+ sound = Sound::CreateOggStream(name);
+
+ if (name.contains("-loop")) {
+ sound->SetFlags(Sound::STREAMED |
+ Sound::OGGVORBIS |
+ Sound::LOOP |
+ Sound::LOCKED);
+ }
+
+ else {
+ sound->SetFlags(Sound::STREAMED |
+ Sound::OGGVORBIS |
+ Sound::LOCKED);
+ }
+
+ sound->SetVolume((long) SILENCE);
+ }
+}
+
+MusicTrack::~MusicTrack()
+{
+ if (sound) {
+ sound->Stop();
+ sound->Release();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+MusicTrack::ExecFrame()
+{
+ bool music_pause = false;
+
+ Starshatter* stars = Starshatter::GetInstance();
+ if (stars) {
+ music_pause = (stars->GetGameMode() == Starshatter::PLAY_MODE) &&
+ Game::Paused();
+ }
+
+ if (sound && !music_pause) {
+ double fvol = 1;
+ long volume = 0;
+
+ switch (state) {
+ case PLAY:
+ if (sound->IsReady())
+ sound->Play();
+ SetVolume(volume);
+ break;
+
+ case FADE_IN:
+ if (sound->IsReady())
+ sound->Play();
+
+ if (fade > 0) {
+ fvol = fade/fade_time;
+ volume = (long) (fvol * SILENCE);
+ SetVolume(volume);
+ }
+
+ if (fade < 0.01)
+ state = PLAY;
+ break;
+
+ case FADE_OUT:
+ if (sound->IsReady())
+ sound->Play();
+
+ if (fade > 0) {
+ fvol = 1 - fade/fade_time;
+ volume = (long) (fvol * SILENCE);
+ SetVolume(volume);
+ }
+
+ if (fade < 0.01)
+ state = STOP;
+ break;
+
+ case STOP:
+ if (sound->IsPlaying()) {
+ sound->Stop();
+ sound->Release();
+ sound = 0;
+ }
+ break;
+ }
+
+ if (fade > 0)
+ fade -= Game::GUITime();
+
+ if (fade < 0)
+ fade = 0;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+MusicTrack::Play()
+{
+ state = PLAY;
+ fade = 0;
+}
+
+void
+MusicTrack::Stop()
+{
+ state = STOP;
+ fade = 0;
+}
+
+void
+MusicTrack::FadeIn()
+{
+ if (state != FADE_IN && state != PLAY) {
+ state = FADE_IN;
+ fade = fade_time;
+ }
+}
+
+void
+MusicTrack::FadeOut()
+{
+ if (state != FADE_OUT && state != STOP) {
+ state = FADE_OUT;
+ fade = fade_time;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+int
+MusicTrack::IsReady() const
+{
+ if (sound)
+ return sound->IsReady();
+
+ return false;
+}
+
+int
+MusicTrack::IsPlaying() const
+{
+ if (sound)
+ return sound->IsPlaying();
+
+ return false;
+}
+
+int
+MusicTrack::IsDone() const
+{
+ if (sound)
+ return sound->IsDone() || sound->LoopCount() >= 5;
+
+ return true;
+}
+
+int
+MusicTrack::IsLooped() const
+{
+ if (sound)
+ return sound->IsDone() || sound->LoopCount() >= 4;
+
+ return true;
+}
+
+// +--------------------------------------------------------------------+
+
+long
+MusicTrack::GetVolume() const
+{
+ if (sound)
+ return sound->GetVolume();
+
+ return 0;
+}
+
+void
+MusicTrack::SetVolume(long v)
+{
+ if (sound) {
+ long max_vol = 0;
+
+ if (mode >= MusicDirector::FLIGHT)
+ max_vol = AudioConfig::GameMusic();
+ else
+ max_vol = AudioConfig::MenuMusic();
+
+ if (v > max_vol)
+ v = max_vol;
+
+ sound->SetVolume(v);
+ }
+}
+
+double
+MusicTrack::GetTotalTime() const
+{
+ if (sound)
+ return sound->GetTotalTime();
+
+ return 0;
+}
+
+double
+MusicTrack::GetTimeRemaining() const
+{
+ if (sound)
+ return sound->GetTimeRemaining();
+
+ return 0;
+}
+
+double
+MusicTrack::GetTimeElapsed() const
+{
+ if (sound)
+ return sound->GetTimeElapsed();
+
+ return 0;
+}
+