00001 //////////////////////////////////////////////////////////////////////////////// 00002 // Scorched3D (c) 2000-2009 00003 // 00004 // This file is part of Scorched3D. 00005 // 00006 // Scorched3D is free software; you can redistribute it and/or modify 00007 // it under the terms of the GNU General Public License as published by 00008 // the Free Software Foundation; either version 2 of the License, or 00009 // (at your option) any later version. 00010 // 00011 // Scorched3D is distributed in the hope that it will be useful, 00012 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 // GNU General Public License for more details. 00015 // 00016 // You should have received a copy of the GNU General Public License 00017 // along with Scorched3D; if not, write to the Free Software 00018 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00019 //////////////////////////////////////////////////////////////////////////////// 00020 00021 #include <actions/SoundAction.h> 00022 #include <weapons/WeaponSound.h> 00023 #include <weapons/AccessoryStore.h> 00024 #ifndef S3D_SERVER 00025 #include <sound/SoundUtils.h> 00026 #endif 00027 #include <common/Defines.h> 00028 00029 SoundAction::SoundAction(FixedVector &position, WeaponSound *weapon) : 00030 ActionReferenced("SoundAction"), 00031 weapon_(weapon), position_(position) 00032 { 00033 00034 } 00035 00036 SoundAction::~SoundAction() 00037 { 00038 } 00039 00040 void SoundAction::init() 00041 { 00042 } 00043 00044 void SoundAction::simulate(fixed frameTime, bool &remove) 00045 { 00046 #ifndef S3D_SERVER 00047 if (!context_->getServerMode()) 00048 { 00049 SoundBuffer *activateSound = 00050 Sound::instance()->fetchOrCreateBuffer( 00051 S3D::getDataFile(weapon_->getSound())); 00052 00053 VirtualSoundSource *source = new VirtualSoundSource( 00054 VirtualSoundPriority::eAction, false, true); 00055 if (weapon_->getRelative()) source->setRelative(); 00056 else source->setPosition(position_.asVector()); 00057 source->setGain(weapon_->getGain().asFloat()); 00058 source->setReferenceDistance(weapon_->getReferenceDistance().asFloat()); 00059 source->setRolloff(weapon_->getRolloff().asFloat()); 00060 source->play(activateSound); 00061 } 00062 #endif // #ifndef S3D_SERVER 00063 00064 remove = true; 00065 Action::simulate(frameTime, remove); 00066 } 00067 00068 std::string SoundAction::getActionDetails() 00069 { 00070 return weapon_->getParent()->getName(); 00071 }
1.5.3