/* 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. 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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; }