Пример #1
0
bool AudioEngine::LoadSound(const std::string &filename, hoa_mode_manager::GameMode *gm)
{
    if(!DoesFileExist(filename))
        return false;

    SoundDescriptor *new_sound = new SoundDescriptor();

    // Add potential ownership of the sound descriptor
    if(gm)
        new_sound->AddOwner(gm);

    if(!_LoadAudio(new_sound, filename)) {
        delete new_sound;

        // When the sound is used by multiple modes, simply add the ownership there.
        std::map<std::string, private_audio::AudioCacheElement>::iterator it = _audio_cache.find(filename);
        if(it != _audio_cache.end()) {
            it->second.audio->AddOwner(gm);
            return true;
        }

        return false;
    }

    return true;
}
Пример #2
0
bool AudioEngine::LoadMusic(const std::string& filename) {
	MusicDescriptor* new_music = new MusicDescriptor();

	if (_LoadAudio(new_music, filename) == false) {
		delete new_music;
		return false;
	}

	return true;
}
Пример #3
0
bool AudioEngine::LoadSound(const std::string& filename) {
	if (DoesFileExist(filename) == false)
		return false;

	SoundDescriptor* new_sound = new SoundDescriptor();

	if (_LoadAudio(new_sound, filename) == false) {
		delete new_sound;
		return false;
	}

	return true;
}
Пример #4
0
bool AudioEngine::LoadMusic(const std::string &filename, vt_mode_manager::GameMode *gm)
{
    MusicDescriptor *new_music = new MusicDescriptor();

    // Add potential ownership of the sound descriptor
    if(gm)
        new_music->AddOwner(gm);

    if(!_LoadAudio(new_music, filename)) {
        delete new_music;

        // When the music is used by multiple modes, simply add the ownership there.
        std::map<std::string, private_audio::AudioCacheElement>::iterator it = _audio_cache.find(filename);
        if(it != _audio_cache.end()) {
            it->second.audio->AddOwner(gm);
            return true;
        }

        return false;
    }

    return true;
}
Пример #5
0
bool AudioEngine::LoadMusic(const std::string &filename, vt_mode_manager::GameMode *gm)
{
    return _LoadAudio(filename, true, gm);
}
Пример #6
0
bool AudioEngine::LoadSound(const std::string &filename, vt_mode_manager::GameMode *gm)
{
    return _LoadAudio(filename, false, gm);
}