/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpSoundManager.h" #include "simulation2/MessageTypes.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/components/ICmpOwnership.h" #include "soundmanager/ISoundManager.h" class CCmpSoundManager : public ICmpSoundManager { public: static void ClassInit(CComponentManager& UNUSED(componentManager) ) { } DEFAULT_COMPONENT_ALLOCATOR(SoundManager) static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { // Do nothing here - sounds are purely local, and don't need to be preserved across saved games etc // (If we add music support in here then we might want to save the music state, though) } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { Init(paramNode); } virtual void PlaySoundGroup(std::wstring name, entity_id_t source) { if ( ! g_SoundManager || (source == INVALID_ENTITY) ) return; CmpPtr cmpRangeManager(GetSystemEntity()); int currentPlayer = GetSimContext().GetCurrentDisplayedPlayer(); if ( !cmpRangeManager || ( cmpRangeManager->GetLosVisibility(source, currentPlayer) != ICmpRangeManager::VIS_VISIBLE ) ) return; CmpPtr cmpPosition(GetSimContext(), source); if (cmpPosition && cmpPosition->IsInWorld()) { bool playerOwned = false; CmpPtr cmpOwnership( GetSimContext(), source); if (cmpOwnership) playerOwned = cmpOwnership->GetOwner() == currentPlayer; CVector3D sourcePos = CVector3D(cmpPosition->GetPosition()); g_SoundManager->PlayAsGroup(name, sourcePos, source, playerOwned); } } virtual void StopMusic() { if (!g_SoundManager) return; g_SoundManager->Pause(true); } }; REGISTER_COMPONENT_TYPE(SoundManager)