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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
+** the names of its contributors may be used to endorse or promote
+** products derived from this software without specific prior written
+** permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "InvSounds.h"
+#include <QDir>
+#include <QDebug>
+
+using namespace GE;
+
+CInvSounds::CInvSounds(QObject *parent) : QObject( parent )
+{
+ m_musicInstance = 0;
+ m_sounds = 0;
+ m_internalSounds = 0;
+ m_soundCount = 0;
+ m_internalSoundCount = 0;
+
+ enableSounds(true);
+
+ m_audioOut = new AudioOut( this, &m_mixer );
+
+ enableInternalSounds();
+}
+
+void CInvSounds::enableSounds(bool enable)
+{
+ if (enable)
+ m_mixer.setGeneralVolume(0.2f);
+ else
+ m_mixer.setGeneralVolume(0);
+}
+
+void CInvSounds::enableInternalSounds()
+{
+ disableInternalSounds();
+
+ // Application internal sounda
+ m_internalSoundPaths.append(":/sound/menu1.wav");
+ m_internalSoundPaths.append(":/sound/menu2.wav");
+ m_internalSoundPaths.append(":/sound/gamestart.wav");
+ m_internalSoundPaths.append(":/sound/gameover.wav");
+ m_internalSoundPaths.append(":/sound/youwin.wav");
+
+ m_internalSoundCount = m_internalSoundPaths.count();
+ m_internalSounds = new CAudioBuffer*[m_internalSoundCount];
+
+ // Load general application sounds
+ for (int ff=0; ff<m_internalSoundPaths.count(); ff++) {
+ m_internalSounds[ff] = CAudioBuffer::loadWav(m_internalSoundPaths[ff]);
+ }
+}
+
+void CInvSounds::enableSounds(QStringList sounds)
+{
+ disableSounds();
+
+ // Sounds from the level
+ m_soundPaths = sounds;
+ m_soundCount = sounds.count();
+ m_sounds = new CAudioBuffer*[m_soundCount];
+ // Load level sounds
+ for (int f=0; f<m_soundPaths.count(); f++) {
+ m_sounds[f] = CAudioBuffer::loadWav(m_soundPaths[f]);
+ }
+
+}
+
+void CInvSounds::disableInternalSounds()
+{
+ for (int f=0; f<m_internalSoundCount; f++) {
+ if (m_internalSounds[f]) {
+ delete m_internalSounds[f];
+ }
+ }
+ delete [] m_internalSounds;
+ m_internalSoundCount = 0;
+ m_internalSoundPaths.clear();
+
+ m_musicInstance = 0;
+}
+
+void CInvSounds::disableSounds()
+{
+ for (int f=0; f<m_soundCount; f++) {
+ if (m_sounds[f]) {
+ delete m_sounds[f];
+ }
+ }
+ delete [] m_sounds;
+ m_sounds = 0;
+ m_soundCount = 0;
+ m_soundPaths.clear();
+
+ m_musicInstance = 0;
+}
+
+CInvSounds::~CInvSounds() {
+ if (m_audioOut) {
+ delete m_audioOut;
+ m_audioOut = 0;
+ }
+
+ disableSounds();
+ disableInternalSounds();
+}
+
+
+void CInvSounds::beginMusicOn() {
+ m_musicInstance = (GE::CAudioBufferPlayInstance*)m_mixer.addAudioSource( new GE::CAudioBufferPlayInstance( m_sounds[0] ) );
+ m_musicInstance->setLoopTimes(-1);
+}
+
+
+void CInvSounds::beginMusicOff() {
+ if (!m_musicInstance) return;
+ m_musicInstance->setLoopTimes(0); // stop when finished
+ m_musicInstance = 0;
+};
+
+
+void CInvSounds::playSound(int index) {
+ if (index < m_soundCount && index > -1) {
+ m_sounds[index]->playWithMixer( m_mixer );
+ }
+}
+
+void CInvSounds::playSounds(int index, int count)
+{
+ if (index < m_soundCount && index > -1) {
+ CAudioBufferPlayInstance* i = m_sounds[index]->playWithMixer( m_mixer );
+ i->setLoopTimes(count);
+ }
+}
+
+void CInvSounds::playInternalSound(int index) {
+ if (index < m_internalSoundCount && index > -1) {
+ m_internalSounds[index]->playWithMixer( m_mixer );
+ }
+}
+
+void CInvSounds::playInternalSounds(int index, int count)
+{
+ if (index < m_internalSoundCount && index > -1) {
+ CAudioBufferPlayInstance* i = m_internalSounds[index]->playWithMixer( m_mixer );
+ i->setLoopTimes(count);
+ }
+}
+
+void CInvSounds::gameStartSound() {
+ CAudioBufferPlayInstance* i = m_internalSounds[2]->playWithMixer( m_mixer );
+ i->setLoopTimes(2);
+};