InvSounds.cpp Example Filedemos/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: ** ** "Redistribution and use in source and binary forms, with or without ** 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 ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ #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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