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soundeffectfmod.cpp

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00001 /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-
00002 
00003    this file is part of rcssserver3D
00004    Fri May 9 2003
00005    Copyright (C) 2002,2003 Koblenz University
00006    Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group
00007    $Id: soundeffectfmod.cpp,v 1.4 2004/04/10 11:59:02 fruit Exp $
00008 
00009    This program is free software; you can redistribute it and/or modify
00010    it under the terms of the GNU General Public License as published by
00011    the Free Software Foundation; version 2 of the License.
00012 
00013    This program is distributed in the hope that it will be useful,
00014    but WITHOUT ANY WARRANTY; without even the implied warranty of
00015    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016    GNU General Public License for more details.
00017 
00018    You should have received a copy of the GNU General Public License
00019    along with this program; if not, write to the Free Software
00020    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00021 */
00022 #include "soundeffectfmod.h"
00023 
00024 SoundEffectFMOD::SoundEffectFMOD(kerosin::SoundServer& inServer) : SoundEffect(inServer)
00025 {
00026     mHandle = NULL;
00027 }
00028 
00029 SoundEffectFMOD::~SoundEffectFMOD()
00030 {
00031     if (mHandle != NULL)
00032     {
00033         FSOUND_Sample_Free(mHandle);
00034     }
00035 }
00036 
00037 void
00038 SoundEffectFMOD::Load(const std::string& inName)
00039 {
00040     // Loading the sound as a Loop off, 8bit mono, signed, not hardware accelerated sample
00041     mHandle = FSOUND_Sample_Load(FSOUND_FREE, inName.c_str(),
00042                                  FSOUND_NORMAL, 0, 0);
00043     SetFileName(inName);
00044 }
00045 
00046 void
00047 SoundEffectFMOD::Load(void *inBuffer, int inSize)
00048 {
00049     // Loading the sound as a Loop off, 8bit mono, signed, not hardware accelerated sample
00050 
00051     mHandle = FSOUND_Sample_Load(FSOUND_FREE, (const char*)inBuffer,
00052                                  (FSOUND_NORMAL | FSOUND_LOADMEMORY), inSize, 0);
00053 }
00054 
00055 void
00056 SoundEffectFMOD::Play()
00057 {
00058     if (mHandle != NULL)
00059     {
00060         FSOUND_PlaySound(FSOUND_FREE, mHandle);
00061     }
00062 }

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