Show SoundAction.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D 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.
//
// Scorched3D 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 Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <actions/SoundAction.h>
#include <weapons/WeaponSound.h>
#include <weapons/AccessoryStore.h>
#include <sound/SoundUtils.h>
#include <common/Defines.h>
SoundAction::SoundAction(Vector &position, WeaponSound *weapon) :
weapon_(weapon), position_(position)
{
}
SoundAction::~SoundAction()
{
}
void SoundAction::init()
{
}
void SoundAction::simulate(float frameTime, bool &remove)
{
#ifndef S3D_SERVER
if (!context_->serverMode)
{
SoundBuffer *activateSound =
Sound::instance()->fetchOrCreateBuffer((char *)
getDataFile(weapon_->getSound()));
VirtualSoundSource *source = new VirtualSoundSource(
VirtualSoundPriority::eAction, false, true);
if (weapon_->getRelative()) source->setRelative();
else source->setPosition(position_);
source->setGain(weapon_->getGain());
source->setReferenceDistance(weapon_->getReferenceDistance());
source->setRolloff(weapon_->getRolloff());
source->play(activateSound);
}
#endif // #ifndef S3D_SERVER
remove = true;
Action::simulate(frameTime, remove);
}
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