#pragma once //======================================================================== // AudioComponent.cpp : A component for attaching sounds to an actor // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "../Unix/GameCodeStd.h" #include "AudioComponent.h" #include "../Utilities/String.h" // #include "../Audio/SoundProcess.h" // #include "../MainLoop/ProcessManager.h" #include "../UserInterface/HumanView.h" const char* AudioComponent::g_Name = "AudioComponent"; AudioComponent::AudioComponent() { m_audioResource = ""; m_looping = false; m_fadeInTime = 0.0f; m_volume = 100; } bool AudioComponent::VInit(TiXmlElement* pData) { TiXmlElement* pTexture = pData->FirstChildElement("Sound"); if (pTexture) { m_audioResource = pTexture->FirstChild()->Value(); } TiXmlElement* pLooping = pData->FirstChildElement("Looping"); if (pLooping) { std::string value = pLooping->FirstChild()->Value(); m_looping = (value == "0") ? false : true; } TiXmlElement* pFadeIn = pData->FirstChildElement("FadeIn"); if (pFadeIn) { std::string value = pFadeIn->FirstChild()->Value(); m_fadeInTime = (float)atof(value.c_str()); } TiXmlElement* pVolume = pData->FirstChildElement("Volume"); if (pVolume) { std::string value = pVolume->FirstChild()->Value(); m_volume = atoi(value.c_str()); } return true; } TiXmlElement* AudioComponent::VGenerateXml(void) { TiXmlElement* pBaseElement = GCC_NEW TiXmlElement(VGetName()); TiXmlElement* pSoundNode = GCC_NEW TiXmlElement("Sound"); TiXmlText* pSoundText = GCC_NEW TiXmlText(m_audioResource.c_str()); pSoundNode->LinkEndChild(pSoundText); pBaseElement->LinkEndChild(pSoundNode); TiXmlElement* pLoopingNode = GCC_NEW TiXmlElement("Looping"); TiXmlText* pLoopingText = GCC_NEW TiXmlText(m_looping ? "1" : "0" ); pLoopingNode->LinkEndChild(pLoopingText); pBaseElement->LinkEndChild(pLoopingNode); TiXmlElement* pFadeInNode = GCC_NEW TiXmlElement("FadeIn"); TiXmlText* pFadeInText = GCC_NEW TiXmlText( ToStr(m_fadeInTime).c_str()); pFadeInNode->LinkEndChild(pFadeInText); pBaseElement->LinkEndChild(pFadeInNode); TiXmlElement* pVolumeNode = GCC_NEW TiXmlElement("Volume"); TiXmlText* pVolumeText = GCC_NEW TiXmlText( ToStr(m_volume).c_str()); pVolumeNode->LinkEndChild(pVolumeText); pBaseElement->LinkEndChild(pVolumeNode); return pBaseElement; } void AudioComponent::VPostInit() { // TODO(munnellg) - implement }