SoundAction.cpp

Go to the documentation of this file.
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 }

Generated on Mon Feb 16 15:14:48 2009 for Scorched3D by  doxygen 1.5.3