137 lines
3.1 KiB
C++
137 lines
3.1 KiB
C++
#include "stdafx.h"
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#include "SoundManager3D.h"
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#include "../eterBase/Timer.h"
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CSoundInstance3D::CSoundInstance3D() : m_sample(NULL), m_pSoundData(NULL)
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{
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}
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CSoundInstance3D::~CSoundInstance3D()
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{
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Destroy();
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}
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void CSoundInstance3D::Destroy()
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{
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SAFE_RELEASE(m_pSoundData);
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if (m_sample)
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{
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AIL_release_3D_sample_handle(m_sample);
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m_sample = NULL;
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}
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}
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bool CSoundInstance3D::Initialize()
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{
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if (m_sample)
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return true;
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m_sample = AIL_allocate_3D_sample_handle(ms_pProviderDefault->hProvider);
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return m_sample ? true : false;
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}
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bool CSoundInstance3D::SetSound(CSoundData* pSoundData)
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{
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assert(m_sample != NULL && pSoundData != NULL);
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// 레퍼런스 카운트가 1이 될 때 로드를 해야 제대로 사이즈가 리턴
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// 되므로 반드시 Get을 호출 하고 진행해야 한다.
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// 또, m_pSoundData가 pSoundData와 같고 m_pSoundData의 레퍼런스
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// 카운터가 1일 경우, 불필요하게 로드가 일어나므로 미리 레퍼런스
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// 카운터를 올려놔야 한다.
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LPVOID lpData = pSoundData->Get();
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if (m_pSoundData != NULL)
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{
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m_pSoundData->Release();
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m_pSoundData = NULL;
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}
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if (AIL_set_3D_sample_file(m_sample, lpData) == NULL)
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{
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TraceError("%s: %s", AIL_last_error(), pSoundData->GetFileName());
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pSoundData->Release();
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return false;
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}
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m_pSoundData = pSoundData;
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AIL_set_3D_position(m_sample, 0.0F, 0.0F, 0.0F);
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AIL_auto_update_3D_position(m_sample, 0);
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return true;
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}
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bool CSoundInstance3D::IsDone() const
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{
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return AIL_3D_sample_status(m_sample) == SMP_DONE;
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}
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void CSoundInstance3D::Play(int iLoopCount, DWORD dwPlayCycleTimeLimit) const
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{
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if (!m_pSoundData)
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return;
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DWORD dwCurTime = ELTimer_GetMSec();
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if (dwCurTime - m_pSoundData->GetPlayTime() < dwPlayCycleTimeLimit)
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return;
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m_pSoundData->SetPlayTime(dwCurTime);
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AIL_set_3D_sample_loop_count(m_sample, iLoopCount);
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AIL_start_3D_sample(m_sample);
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}
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void CSoundInstance3D::Pause() const
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{
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AIL_stop_3D_sample(m_sample);
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}
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void CSoundInstance3D::Resume() const
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{
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AIL_resume_3D_sample(m_sample);
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}
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void CSoundInstance3D::Stop()
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{
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AIL_end_3D_sample(m_sample);
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// m_sample = NULL;
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// NOTE : IsDone을 체크하려면 m_sample이 살아있어야 합니다 - [levites]
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}
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void CSoundInstance3D::GetVolume(float& rfVolume) const
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{
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rfVolume = AIL_3D_sample_volume(m_sample);
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}
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void CSoundInstance3D::SetVolume(float volume) const
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{
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volume = max(0.0f, min(1.0f, volume));
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AIL_set_3D_sample_volume(m_sample, volume);
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}
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void CSoundInstance3D::SetPosition(float x, float y, float z) const
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{
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AIL_set_3D_position(m_sample, x, y, -z);
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}
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void CSoundInstance3D::SetOrientation(float x_face, float y_face, float z_face,
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float x_normal, float y_normal, float z_normal) const
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{
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assert(!" CSoundInstance3D::SetOrientation - 사용 하지 않는 함수");
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// AIL_set_3D_orientation(m_sample,
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// x_face, y_face, z_face,
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// x_normal, y_normal, z_normal);
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}
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void CSoundInstance3D::SetVelocity(float fDistanceX, float fDistanceY, float fDistanceZ, float fNagnitude) const
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{
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AIL_set_3D_velocity(m_sample, fDistanceX, fDistanceY, fDistanceZ, fNagnitude);
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AIL_auto_update_3D_position(m_sample, 1);
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}
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void CSoundInstance3D::UpdatePosition(float fElapsedTime)
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{
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AIL_update_3D_position(m_sample, fElapsedTime);
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} |