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DynamicNECSoundManager.cpp
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107 lines (93 loc) · 2.96 KB
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/******************************************************************************
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
******************************************************************************/
/*
* DynamicNECSoundManager.cpp
*
* Created on: Nov 11, 2019
* Author: JakeSoft
*/
#include "Sound/DynamicNECSoundManager.h"
DynamicNECSoundManager::DynamicNECSoundManager(I2SWavPlayer* apWavPlayer) :
NECSoundManager(apWavPlayer) //base constructor
{
LoadDefaults();
}
DynamicNECSoundManager::~DynamicNECSoundManager()
{
//Do nothing
}
bool DynamicNECSoundManager::PlaySound(SoundTypes::ESoundTypes aSoundType, uint16_t aIndex)
{
//Call base class to switch to set up new sound
bool lSuccess = NECSoundManager::PlaySound(aSoundType, aIndex);
//Set pitch and volume for the newly commanded sound
if(lSuccess)
{
if(SoundTypes::eeHumSnd == aSoundType && nullptr != mpHumSound)
{
mpHumSound->SetVolume(maSoundVols[aSoundType]);
mpHumSound->SetRate(maSoundPitchs[aSoundType]);
}
else if(nullptr != mpEffectSound)
{
mpEffectSound->SetVolume(maSoundVols[aSoundType]);
mpEffectSound->SetRate(maSoundPitchs[aSoundType]);
}
}
return lSuccess;
}
void DynamicNECSoundManager::SetFont(unsigned char aFontIndex)
{
//Reset pitches and volumes to defaults
LoadDefaults();
//Call base class to switch fonts
NECSoundManager::SetFont(aFontIndex);
}
void DynamicNECSoundManager::SetSoundVolume(SoundTypes::ESoundTypes aType, float aVol)
{
maSoundVols[aType] = aVol;
//If setting a currently playing sound, adjust the volume
//for that sound immediately
if(mEffectSoundType == aType && nullptr != mpEffectSound)
{
mpEffectSound->SetVolume(aVol);
}
else if(SoundTypes::eeHumSnd == aType)
{
mpHumSound->SetVolume(aVol);
}
}
void DynamicNECSoundManager::SetSoundPitch(SoundTypes::ESoundTypes aType, float aPitch)
{
maSoundPitchs[aType] = aPitch;
//If setting pitch for a currently playing sound, make
//the adjustment right away
if(mEffectSoundType == aType && nullptr != mpEffectSound)
{
mpEffectSound->SetRate(aPitch);
}
else if(SoundTypes::eeHumSnd == aType)
{
mpHumSound->SetRate(aPitch);
}
}
void DynamicNECSoundManager::LoadDefaults()
{
for(int lIdx = 0; lIdx < SoundTypes::eeMaxSoundTypes; lIdx++)
{
maSoundVols[lIdx] = 1.0;
maSoundPitchs[lIdx] = 0.0;
}
}