// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "stdsound.h" #include "nel/sound/music_sound.h" #include "nel/misc/path.h" #include "nel/georges/u_form_elm.h" using namespace std; using namespace NLMISC; namespace NLSOUND { // *************************************************************************** CMusicSound::CMusicSound() { // init with NULL in case of unexcepted access _FileName= NULL; _FadeInLength= 2000; _FadeOutLength= 2000; _MinimumPlayTime= 10000; _TimeBeforeCanReplay= 0; LastStopTime= INT_MIN; } // *************************************************************************** CMusicSound::~CMusicSound() { } // *************************************************************************** void CMusicSound::importForm(const std::string& filename, NLGEORGES::UFormElm& root) { NLGEORGES::UFormElm *psoundType; std::string dfnName; // some basic checking. root.getNodeByName(&psoundType, ".SoundType"); nlassert(psoundType != NULL); psoundType->getDfnName(dfnName); nlassert(dfnName == "music_sound.dfn"); // Call the base class CSound::importForm(filename, root); // fileName std::string musicFileName; root.getValueByName(musicFileName, ".SoundType.FileName"); musicFileName = CFile::getFilename(musicFileName); _FileName = CStringMapper::map(musicFileName); // Other params root.getValueByName(_FadeInLength, ".SoundType.FadeInLength"); root.getValueByName(_FadeOutLength, ".SoundType.FadeOutLength"); root.getValueByName(_MinimumPlayTime, ".SoundType.MinimumPlayTime"); root.getValueByName(_TimeBeforeCanReplay, ".SoundType.TimeBeforeCanReplay"); } // *************************************************************************** uint32 CMusicSound::getDuration() { // Cannot know the length of this music sound. // Since its not really a sound (played in another "channel"), suppose 0 return 0; } // *************************************************************************** void CMusicSound::getSubSoundList(std::vector > &subsounds) const { subsounds.clear(); } // *************************************************************************** void CMusicSound::serial(NLMISC::IStream &s) { s.serialVersion(0); CSound::serial(s); CStringMapper::serialString(s, _FileName); s.serial(_FadeInLength, _FadeOutLength); s.serial(_MinimumPlayTime, _TimeBeforeCanReplay); } // *************************************************************************** float CMusicSound::getMaxDistance() const { // used in background_sound_manager, since 2D sound, return 0 because // the sound must be cut once out of the patat return 0.f; } // *************************************************************************** bool CMusicSound::isDetailed() const { return false; } } // NLSOUND