VFmodSoundObject *RPG_VisionEffectHelper::CreateSoundEffect(RPG_VisionEffectSoundParams const& params)
{
    VASSERT(VFmodManager::GlobalManager().IsInitialized()); // ensure that the native Fmod system has been correctly initialized

    VFmodSoundResource *soundResource = static_cast<VFmodSoundResource *> (GetEffectResource("FmodSoundResource", params.m_soundFilename));
    VASSERT_MSG(soundResource, params.m_soundFilename);
    if (soundResource)
    {
        VFmodSoundObject *soundObject = soundResource->CreateInstance(params.m_position, VFMOD_FLAG_NONE);
        VASSERT_MSG(soundObject->IsValid(), params.m_soundFilename);
        if (soundObject->IsValid())
        {
            soundObject->Play();
        }
    }

    return NULL;
}
Example #2
0
// -------------------------------------------------------------------------- //
// Instances                                                
// -------------------------------------------------------------------------- //
VFmodSoundObject* VFmodManager::CreateSoundInstance(const char *szFilename, int iResourceUsageFlags, int iInstanceFlags, int iPriority)
{
  VFmodSoundResource *pRes = LoadSoundResource(szFilename, iResourceUsageFlags);
  if (!pRes)
    return NULL;

  // Note: Create all sound objects here as paused as we need to set AND update the
  // correct distance and attenuation first! Call Play() afterwards it set.
  VFmodSoundObject* pObj = pRes->CreateInstance(hkvVec3(0.0f,0.0f,0.0f), iInstanceFlags | VFMOD_FLAG_PAUSED, iPriority);
  if (pObj)
  {
    // Force sound source position update
    pObj->OnObject3DChanged(VisObject3D_cl::VIS_OBJECT3D_POSCHANGED);

    // Play if set
    if((iInstanceFlags & VFMOD_FLAG_PAUSED) == 0)
      pObj->Play();
  }

  return pObj;
}
Example #3
0
// -------------------------------------------------------------------------- //
// Resources                                                
// -------------------------------------------------------------------------- //
VFmodSoundResource* VFmodManager::LoadSoundResource(const char *szFilename, int iUsageFlags)
{
  VASSERT(szFilename!=NULL);

  VFmodSoundResource *pRes = NULL;
  bool bStream = (iUsageFlags & VFMOD_RESOURCEFLAG_STREAM)>0;
  if (!bStream) // streaming creates unique resources
  {
    if (szFilename[0]=='\\' || szFilename[0]=='/') szFilename++; // make absolute filenames comparable
    int iCount = m_pSoundResourceManager->GetResourceCount();
    const unsigned int iFilenameHash = VPathHelper::GetHash(szFilename);
    for (int i=0;i<iCount;i++) 
    {
      pRes = (VFmodSoundResource*)m_pSoundResourceManager->GetResourceByIndex(i);
      if (!pRes || !pRes->GetFilename() || !pRes->GetFilename()[0])
        continue;
      if (!pRes->CompareFileName(szFilename, iFilenameHash)) 
        continue;

      // additionally see whether flags match...
      if (iUsageFlags==pRes->m_iSoundFlags)
        return pRes;
    }
  }

  if (Vision::File.Exists(szFilename))
  {
    // create a new resource (unique for streaming resources)
    pRes = new VFmodSoundResource(m_pSoundResourceManager, iUsageFlags);
    pRes->SetFilename(szFilename);
    pRes->EnsureLoaded();
    return pRes;
  }

  return NULL;
}