*** empty log message ***
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fa1e185e73
commit
991b0f2aa5
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@ -19,34 +19,83 @@
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#include "nullAudioManager.h"
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NullAudioManager::NullAudioManager() {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::NullAudioManager
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// Access:
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// Description:
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////////////////////////////////////////////////////////////////////
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NullAudioManager::
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NullAudioManager() {
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audio_info("NullAudioManager");
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}
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NullAudioManager::~NullAudioManager() {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::~NullAudioManager
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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NullAudioManager::
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~NullAudioManager() {
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// intentionally blank.
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}
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AudioSound* NullAudioManager::get_sound(const string&) {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::get_sound
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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PT(AudioSound) NullAudioManager::
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get_sound(const string&) {
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return new NullAudioSound();
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}
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void NullAudioManager::drop_sound(const string&) {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::drop_sound
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void NullAudioManager::
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drop_sound(const string&) {
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// intentionally blank.
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}
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void NullAudioManager::set_volume(float) {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::set_volume
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void NullAudioManager::
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set_volume(float) {
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// intentionally blank.
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}
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float NullAudioManager::get_volume() {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::get_volume
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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float NullAudioManager::
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get_volume() {
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return 0;
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}
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void NullAudioManager::set_active(bool) {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::set_active
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void NullAudioManager::
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set_active(bool) {
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// intentionally blank.
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}
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bool NullAudioManager::get_active() {
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////////////////////////////////////////////////////////////////////
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// Function: NullAudioManager::get_active
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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bool NullAudioManager::
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get_active() {
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return 0;
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}
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@ -23,33 +23,21 @@
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#include "audioManager.h"
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#include "nullAudioSound.h"
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#define NAME_MACRO_FOR_AUDIO_MANAGER() NullAudioManager
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class EXPCL_PANDA NullAudioManager : public AudioManager {
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// All of these methods are stubbed out to some degree.
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// If you're looking for a starting place for a new AudioManager,
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// please consider looking at the milesAudioManager.
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public:
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NullAudioManager();
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virtual ~NullAudioManager();
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// Get a sound:
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// You own this sound. Be sure to delete it when you're done.
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virtual AudioSound* get_sound(const string&);
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// Tell the AudioManager there is no need to keep this one cached.
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virtual PT(AudioSound) get_sound(const string&);
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virtual void drop_sound(const string&);
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// Control volume:
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// FYI:
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// If you start a sound with the volume off and turn the volume
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// up later, you'll hear the sound playing at that late point.
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virtual void set_volume(float);
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virtual float get_volume();
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// Turn the manager on an off.
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// If you play a sound while the manager is inactive, it won't start.
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// If you deactivate the manager while sounds are playing, they'll
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// stop.
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// If you activate the manager while looping sounds are playing
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// (those that have a loop_count of zero),
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// they will start playing from the begining of their loop.
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virtual void set_active(bool);
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virtual bool get_active();
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};
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@ -85,7 +85,8 @@ bool NullAudioSound::get_active() const {
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}
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const string& NullAudioSound::get_name() const {
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return "";
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static const string blank="";
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return blank;
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}
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float NullAudioSound::length() const {
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@ -27,51 +27,36 @@
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// It's used as a placeholder when you don't want a sound
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// system.
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class EXPCL_PANDA NullAudioSound : public AudioSound {
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// All of these methods are stubbed out to some degree.
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// If you're looking for a starting place for a new AudioManager,
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// please consider looking at the milesAudioManager.
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public:
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~NullAudioSound();
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// For best compatability, set the loop_count, start_time,
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// volume, and balance, prior to calling play(). You may
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// set them while they're playing, but it's implementation
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// specific whether you get the results.
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void play();
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void stop();
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// loop: 0 = play once; 1 = play forever.
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// inits to false.
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void set_loop(bool);
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bool get_loop() const;
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// loop_count: 0 = forever; 1 = play once; n = play n times.
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// inits to 1.
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void set_loop_count(unsigned long);
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unsigned long get_loop_count() const;
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// start_time: 0 = begining; length() = end.
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// inits to 0.0.
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void set_time(float);
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float get_time() const;
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// 0 = minimum; 1.0 = maximum.
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// inits to 1.0.
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void set_volume(float);
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float get_volume() const;
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// -1.0 is hard left
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// 0.0 is centered
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// 1.0 is hard right
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// inits to 0.0.
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void set_balance(float);
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float get_balance() const;
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// inits to manager's state.
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void set_active(bool);
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bool get_active() const;
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// There is no set_name(), this is intentional.
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const string& get_name() const;
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// return: playing time in seconds.
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float length() const;
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AudioSound::SoundStatus status() const;
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