/* Copyright (C) 2015 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 "CBufferItem.h" #if CONFIG2_AUDIO #include "soundmanager/SoundManager.h" #include "soundmanager/data/SoundData.h" CBufferItem::CBufferItem(CSoundData* sndData) { ResetVars(); if (InitOpenAL()) Attach(sndData); } CBufferItem::~CBufferItem() { Stop(); ReleaseOpenALBuffer(); } void CBufferItem::ReleaseOpenALBuffer() { if ( m_ALSource == 0 ) return; int num_processed; AL_CHECK; alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed); AL_CHECK; if (num_processed > 0) { ALuint* al_buf = new ALuint[num_processed]; alSourceUnqueueBuffers(m_ALSource, num_processed, al_buf); AL_CHECK; delete[] al_buf; } alSourcei(m_ALSource, AL_BUFFER, 0); ((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource); AL_CHECK; m_ALSource = 0; } bool CBufferItem::IdleTask() { if ( m_ALSource == 0 ) return false; HandleFade(); if (m_LastPlay) { CScopeLock lock(m_ItemMutex); int proc_state; alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state); AL_CHECK; m_ShouldBePlaying = (proc_state != AL_STOPPED); return (proc_state != AL_STOPPED); } if (GetLooping()) { int num_processed; AL_CHECK; alGetSourcei(m_ALSource, AL_BUFFERS_PROCESSED, &num_processed); AL_CHECK; for (int i = 0; i < num_processed; i++) { ALuint al_buf; alSourceUnqueueBuffers(m_ALSource, 1, &al_buf); AL_CHECK; alSourceQueueBuffers(m_ALSource, 1, &al_buf); AL_CHECK; } } return true; } void CBufferItem::Attach(CSoundData* itemData) { if ( m_ALSource == 0 ) return; AL_CHECK; if (m_SoundData != NULL) { CSoundData::ReleaseSoundData(m_SoundData); m_SoundData = 0; } AL_CHECK; if (itemData != NULL) { m_SoundData = itemData->IncrementCount(); alSourceQueueBuffers(m_ALSource, m_SoundData->GetBufferCount(),(const ALuint *) m_SoundData->GetBufferPtr()); AL_CHECK; } } void CBufferItem::SetLooping(bool loops) { m_Looping = loops; } #endif // CONFIG2_AUDIO