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itgmania212121/stepmania/src/RandomSample.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: RandomSample.h
Desc: Holds multiple sounds samples and can play a random sound easily.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "RandomSample.h"
#include "RageUtil.h"
#include "RageHelper.h"
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RandomSample::RandomSample()
{
m_iIndexLastPlayed = -1;
}
RandomSample::~RandomSample()
{
for( int i=0; i<m_pSamples.GetSize(); i++ )
SAFE_DELETE( m_pSamples[i] );
}
bool RandomSample::LoadSoundDir( CString sDir )
{
// make sure there's a backslash at the end of this path
if( sDir[sDir.GetLength()-1] != '\\' )
sDir += "\\";
CStringArray arraySoundFiles;
GetDirListing( sDir + "*.mp3", arraySoundFiles );
GetDirListing( sDir + "*.wav", arraySoundFiles );
for( int i=0; i<arraySoundFiles.GetSize(); i++ )
LoadSound( sDir + arraySoundFiles[i] );
return true;
}
bool RandomSample::LoadRandomSample( CString sSetFilePath )
{
CStdioFile file;
if( !file.Open(sSetFilePath, CFile::modeRead|CFile::shareDenyNone) )
HELPER.FatalError( ssprintf("Error opening sound set file '%s'.", sSetFilePath) );
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// Split for the directory of the sound set file. We'll need it below
CString sDir, sFileName, sExtension;
splitrelpath( sSetFilePath, sDir, sFileName, sExtension );
CString line;
while( file.ReadString(line) )
{
if( line != "" )
LoadSound( sDir + line );
}
return true;
}
bool RandomSample::LoadSound( CString sSoundFilePath )
{
HELPER.Log( "RandomSample::LoadSound( %s )", sSoundFilePath );
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HELPER.Log( "Made it here - A" );
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RageSoundSample* pSS = new RageSoundSample;
HELPER.Log( "Made it here - B" );
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pSS->Load( sSoundFilePath );
m_pSamples.Add( pSS );
HELPER.Log( "Made it here - C" );
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return true;
}
void RandomSample::PlayRandom()
{
// play one of the samples
if( m_pSamples.GetSize() == 0 )
{
HELPER.Log( "WARNING: Tried to play a RandomSample that has 0 sounds loaded." );
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}
else
{
int iIndexToPlay = rand() % m_pSamples.GetSize();
m_pSamples[iIndexToPlay]->Play();
m_iIndexLastPlayed = iIndexToPlay;
}
}
void RandomSample::Pause()
{
m_pSamples[m_iIndexLastPlayed]->Pause();
}
void RandomSample::Stop()
{
if( m_iIndexLastPlayed == -1 ) // nothing is currently playing
return;
m_pSamples[m_iIndexLastPlayed]->Stop();
}