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SokobanSoundManager.cpp
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SokobanSoundManager.cpp
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#include "SokobanSoundManager.h"
SokobanSoundManager::SokobanSoundManager(void): m_bIsSetup(false)
{
}
SokobanSoundManager::~SokobanSoundManager(void)
{
}
// Start the sound sub-system
void SokobanSoundManager::Setup(void)
{
// Initialise ALUT and eat any ALUT-specific command line flags
if (!alutInit (NULL, NULL))
{
ALenum error = alutGetError ();
fprintf (stderr, "%s\n", alutGetErrorString (error));
// exit (EXIT_FAILURE);
m_bIsSetup = false;
return;
}
// Load the default sound
//////////////////////////////////////////////////////////////////////////
// NOTE: Cant use LoadSampleFromFile because if it fails it returns m_DefaultSoundID
// Create an AL buffer from the given sound file
m_DefaultSoundID = alutCreateBufferFromFile (".\\audio\\default.wav");
if (m_DefaultSoundID == AL_NONE)
{
ALenum error = alutGetError ();
fprintf (stderr, "Error loading file: '%s'\n", alutGetErrorString (error));
alutExit ();
// exit (EXIT_FAILURE);
m_bIsSetup = false;
return;
}
// Generate a single source
alGenSources (1, &source);
// Error check source generation
ALenum error = alGetError ();
if (error != ALUT_ERROR_NO_ERROR)
{
// fprintf (stderr, "%s\n", alGetString (error));
MessageBox (HWND_DESKTOP, alGetString(error), "Error 1", MB_OK | MB_ICONEXCLAMATION);
alutExit ();
exit (EXIT_FAILURE);
}
// toggle IsSetup
m_bIsSetup = true;
return;
}
// shut down the sound sub-system
void SokobanSoundManager::Destroy(void)
{
// free sources
alDeleteSources(1, &source);
if (!alutExit ())
{
ALenum error = alutGetError ();
fprintf (stderr, "%s\n", alutGetErrorString (error));
exit (EXIT_FAILURE);
}
m_bIsSetup = false;
}
// Load a sample into the cache
SampleID SokobanSoundManager::_CacheSampleFromFile(string FileName)
{
// error check
if(!IsSetup()) return false;
// Create an AL buffer from the given FileName
ALuint buffer = m_SoundCache.LoadSample(FileName);
// error check
if (buffer == AL_NONE)
{
// error loading, no need to quit just use default sound
return m_DefaultSoundID;
}
return buffer;
}
// Load a sample into the cache for a specific move event
SampleID SokobanSoundManager::CacheSampleFromFile(MoveEvent EventType, string FileName)
{
// error check
if(!IsSetup()) return false;
// Create an AL buffer from the given sound file
ALuint buffer = _CacheSampleFromFile(FileName);
// Add it to the cache
m_MoveEventSounds.push_back(SoundEvent(EventType.Type, buffer));
// Return the reference to the caller
return buffer;
}
// Load a sample into the cache for a specific game event
SampleID SokobanSoundManager::CacheSampleFromFile(GameEvent EventType, string FileName)
{
// error check
if(!IsSetup()) return false;
// Create an AL buffer from the given sound file
ALuint buffer = _CacheSampleFromFile(FileName);
// Add it to the cache
m_GameEventSounds.push_back(SoundEvent(EventType, buffer));
// Return the reference to the caller
return buffer;
}
// Load a sample into the cache for a specific menu event
SampleID SokobanSoundManager::CacheSampleFromFile(MenuEvent EventType, string FileName)
{
// error check
if(!IsSetup()) return false;
// Create an AL buffer from the given sound file
ALuint buffer = _CacheSampleFromFile(FileName);
// Add it to the cache
m_MenuEventSounds.push_back(SoundEvent(EventType, buffer));
// Return the reference to the caller
return buffer;
}
// play a sample from a sound id
void SokobanSoundManager::PlaySample(SampleID _SampleID)
{
// error check
if(!IsSetup()) return;
ALenum error;
// clear errors
alGetError();
// if the source is in use then the new sound takes priorty
ALint status;
alGetSourcei (source, AL_SOURCE_STATE, &status);
if (status == AL_PLAYING)
{
// stop the current sound playing
alSourceStop(source);
}
// attach the buffer to it and start playing.
alSourcei (source, AL_BUFFER, _SampleID);
// Normally nothing should go wrong above, but one never knows...
error = alGetError ();
if (error != ALUT_ERROR_NO_ERROR)
{
// fprintf (stderr, "%s\n", alGetString (error));
MessageBox (HWND_DESKTOP, alGetString(error), "Error Attaching Buffer", MB_OK | MB_ICONEXCLAMATION);
alutExit ();
exit (EXIT_FAILURE);
}
alSourcePlay (source);
// Normally nothing should go wrong above, but one never knows...
error = alGetError ();
if (error != ALUT_ERROR_NO_ERROR)
{
// fprintf (stderr, "%s\n", alGetString (error));
MessageBox (HWND_DESKTOP, alGetString(error), "Error Playing Buffer", MB_OK | MB_ICONEXCLAMATION);
alutExit ();
exit (EXIT_FAILURE);
}
// add to list of active sounds
//m_ActiveSounds.push_back(source);
return;
}
// play a sample from the MoveEvent cache (players actions)
void SokobanSoundManager::PlaySample(MoveEvent EventType)
{
// look for it in the list
vector<SoundEvent>::iterator ii;
for(ii=m_MoveEventSounds.begin(); ii!=m_MoveEventSounds.end(); ii++)
{
// look for a matching level
if ( ii->EventType == EventType.Type )
{
// play the sample
PlaySample(ii->OpenALSampleID);
return;
}
}
// if its not found play default sample
PlaySample(m_DefaultSoundID);
}
// play a sample from the game event cache (level completion, etc)
void SokobanSoundManager::PlaySample(GameEvent EventType)
{
// look for it in the list
vector<SoundEvent>::iterator ii;
for(ii=m_GameEventSounds.begin(); ii!=m_GameEventSounds.end(); ii++)
{
// look for a matching level
if ( ii->EventType == EventType )
{
// play the sample
PlaySample(ii->OpenALSampleID);
return;
}
}
// if its not found play default sample
PlaySample(m_DefaultSoundID);
}
// play a sample from the menu event cache (navigation through the menus)
void SokobanSoundManager::PlaySample(MenuEvent EventType)
{
// look for it in the list
vector<SoundEvent>::iterator ii;
for(ii=m_MenuEventSounds.begin(); ii!=m_MenuEventSounds.end(); ii++)
{
// look for a matching level
if ( ii->EventType == EventType )
{
// play the sample
PlaySample(ii->OpenALSampleID);
return;
}
}
// if its not found play default sample
PlaySample(m_DefaultSoundID);
}
// update - check if there are sources that can be released
void SokobanSoundManager::Update(void)
{
/* vector<ALuint>::iterator ii;
for(ii = m_ActiveSounds.begin(); ii <= m_ActiveSounds.end(); ii++)
{
ALint status;
alGetSourcei ((*ii), AL_SOURCE_STATE, &status);
if (status == AL_STOPPED)
{
// remove from active sounds list
m_ActiveSounds.erase(ii);
//m_ActiveSounds[ii];
}
}
*/
return;
}