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InvSounds.cpp Example File

demos/mobile/quickhit/InvSounds.cpp
 /****************************************************************************
 **
 ** Copyright (C) 2011 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:
 **
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 ** 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
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 **     the documentation and/or other materials provided with the
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 **     the names of its contributors may be used to endorse or promote
 **     products derived from this software without specific prior written
 **     permission.
 **
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 #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);
 };
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