/* 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: HUDSounds.cpp AUTHOR: John DiCamillo OVERVIEW ======== HUDSounds singleton class utility implementation */ #include "MemDebug.h" #include "HUDSounds.h" #include "AudioConfig.h" #include "Sound.h" #include "DataLoader.h" // +--------------------------------------------------------------------+ static Sound* mfd_mode = 0; static Sound* nav_mode = 0; static Sound* wep_mode = 0; static Sound* wep_disp = 0; static Sound* hud_mode = 0; static Sound* hud_widget = 0; static Sound* shield_level = 0; static Sound* red_alert = 0; static Sound* tac_accept = 0; static Sound* tac_reject = 0; // +--------------------------------------------------------------------+ static void LoadInterfaceSound(DataLoader* loader, const char* wave, Sound*& s) { loader->LoadSound(wave, s, 0, true); // optional sound effect } void HUDSounds::Initialize() { DataLoader* loader = DataLoader::GetLoader(); loader->SetDataPath("Sounds/"); LoadInterfaceSound(loader, "mfd_mode.wav", mfd_mode); LoadInterfaceSound(loader, "nav_mode.wav", nav_mode); LoadInterfaceSound(loader, "wep_mode.wav", wep_mode); LoadInterfaceSound(loader, "wep_disp.wav", wep_disp); LoadInterfaceSound(loader, "hud_mode.wav", hud_mode); LoadInterfaceSound(loader, "hud_widget.wav", hud_widget); LoadInterfaceSound(loader, "shield_level.wav", shield_level); LoadInterfaceSound(loader, "alarm.wav", red_alert); LoadInterfaceSound(loader, "tac_accept.wav", tac_accept); LoadInterfaceSound(loader, "tac_reject.wav", tac_reject); if (red_alert) red_alert->SetFlags(Sound::AMBIENT | Sound::LOOP | Sound::LOCKED); loader->SetDataPath(0); } // +--------------------------------------------------------------------+ void HUDSounds::Close() { delete mfd_mode; delete nav_mode; delete wep_mode; delete wep_disp; delete hud_mode; delete hud_widget; delete shield_level; delete red_alert; delete tac_accept; delete tac_reject; } void HUDSounds::PlaySound(int n) { Sound* sound = 0; switch (n) { default: case SND_MFD_MODE: if (mfd_mode) sound = mfd_mode->Duplicate(); break; case SND_NAV_MODE: if (nav_mode) sound = nav_mode->Duplicate(); break; case SND_WEP_MODE: if (wep_mode) sound = wep_mode->Duplicate(); break; case SND_WEP_DISP: if (wep_disp) sound = wep_disp->Duplicate(); break; case SND_HUD_MODE: if (hud_mode) sound = hud_mode->Duplicate(); break; case SND_HUD_WIDGET: if (hud_widget) sound = hud_widget->Duplicate(); break; case SND_SHIELD_LEVEL: if (shield_level) sound = shield_level->Duplicate(); break; case SND_TAC_ACCEPT: if (tac_accept) sound = tac_accept->Duplicate(); break; case SND_TAC_REJECT: if (tac_reject) sound = tac_reject->Duplicate(); break; // RED ALERT IS A SPECIAL CASE! case SND_RED_ALERT: if (red_alert) { sound = red_alert; } break; } if (sound && !sound->IsPlaying()) { int gui_volume = AudioConfig::GuiVolume(); sound->SetVolume(gui_volume); sound->Play(); } } void HUDSounds::StopSound(int n) { if (n == SND_RED_ALERT && red_alert) { red_alert->Stop(); } }