Esempio n. 1
0
void SoundSystem::StopAllSounds( SoundObjectId _id, char *_eventName )
{
    for( int i = 0; i < m_sounds.Size(); ++i )
    {
        if( m_sounds.ValidIndex(i) )
        {
            SoundInstance *instance = m_sounds[i];
            
            if( instance->m_objId == _id )
            {                    
                if( !_eventName || stricmp(instance->m_eventName, _eventName) == 0 )
                {
                    if( instance->IsPlaying() )
                    {
                        instance->BeginRelease(true);
                    }
                    else
                    {
                        ShutdownSound( instance );
                    }
                }
            }
        }
    }
}
Esempio n. 2
0
bool SoundSystem::SoundLibraryMainCallback( unsigned int _channel, signed short *_data, 
									        unsigned int _numSamples, int *_silenceRemaining )
{
    if( !g_soundSystem ) return false;

	SoundInstanceId soundId = g_soundSystem->m_channels[_channel];
    SoundInstance *instance = g_soundSystem->GetSoundInstance( soundId );
    bool stereo = g_soundSystem->IsMusicChannel(_channel);
    
    if( instance && instance->m_soundSampleHandle )
    {
		//
        // Fill the space with sample data

        float relFreq = g_soundLibrary3d->GetChannelRelFreq(_channel);
		int numSamplesWritten = instance->m_soundSampleHandle->Read( _data, _numSamples, stereo, relFreq);

        if( numSamplesWritten < _numSamples )
        {
            signed short *loopStart = _data + numSamplesWritten;
            unsigned int numSamplesRemaining = _numSamples - numSamplesWritten;
            
            if( instance->m_loopType == SoundInstance::Looped ||
                instance->m_loopType == SoundInstance::LoopedADSR )
            {
                while( numSamplesRemaining > 0 )
                {
                    bool looped = instance->AdvanceLoop();
                    if( looped )
                    {
                        unsigned int numWritten = instance->m_soundSampleHandle->Read( loopStart, numSamplesRemaining, stereo , relFreq);
                        loopStart += numWritten;
                        numSamplesRemaining -= numWritten;
                    }
                    else
                    {
                        g_soundLibrary3d->WriteSilence( loopStart, numSamplesRemaining );
                        numSamplesRemaining = 0;
                    }
                }
            }
            else if( instance->m_loopType == SoundInstance::SinglePlay)
            {
                if( numSamplesWritten > 0 )
                {
                    // The sound just came to an end, so write a whole buffers worth of silence
                    g_soundLibrary3d->WriteSilence( loopStart, numSamplesRemaining );
                    *_silenceRemaining = g_soundLibrary3d->GetChannelBufSize(_channel) - numSamplesRemaining;
                }
                else
                {
                    // The sound came to an end and now we are writing silence
                    g_soundLibrary3d->WriteSilence( loopStart, numSamplesRemaining );
                    *_silenceRemaining -= numSamplesRemaining;
                    if( *_silenceRemaining <= 0 )
                    {
                        instance->BeginRelease(false);
                    }
                }
            }
        }

		return true;
    }
    else
    {
        g_soundLibrary3d->WriteSilence( _data, _numSamples );
		return false;
    }
}