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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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();
}
}
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