Qt Reference Documentation

- Qt 4.8
- ALL VERSIONS

- A
- A
- A
- Print

# InvSounds.cpp Example File

demos/mobile/quickhit/InvSounds.cpp

     /****************************************************************************
     **
     ** Copyright (C) 2015 The Qt Company Ltd.
     ** Contact: http://www.qt.io/licensing/
     **
     ** 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 The Qt Company Ltd 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);
     };