Files
itgmania212121/stepmania/src/RandomSample.cpp
T

105 lines
2.3 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: RandomSample.h
Desc: Holds multiple sounds samples and can play a random sound easily.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "RandomSample.h"
#include "RageUtil.h"
#include "RageLog.h"
RandomSample::RandomSample()
{
m_iIndexLastPlayed = -1;
}
RandomSample::~RandomSample()
{
for( unsigned i=0; i<m_pSamples.size(); i++ )
SAFE_DELETE( m_pSamples[i] );
}
bool RandomSample::LoadSoundDir( CString sDir )
{
if( sDir == "" )
return true;
sDir.Replace("\\", "/");
#if 0
/* (don't want to do this just yet) */
/* If this is actually a directory, add a backslash to the filename,
* so we'll look for eg. themes\Default\sounds\sDir\*.mp3. Otherwise,
* don't, so we'll look for all of the files starting with sDir,
* eg. themes\Default\sounds\sDir*.mp3. */
if(IsADirectory(sDir) && sDir[sDir.GetLength()-1] != '/' )
sDir += "/";
#else
// make sure there's a slash at the end of this path
if( sDir[sDir.GetLength()-1] != '/' )
sDir += "/";
#endif
CStringArray arraySoundFiles;
GetDirListing( sDir + "*.mp3", arraySoundFiles );
GetDirListing( sDir + "*.ogg", arraySoundFiles );
GetDirListing( sDir + "*.wav", arraySoundFiles );
for( unsigned i=0; i<arraySoundFiles.size(); i++ )
LoadSound( sDir + arraySoundFiles[i] );
return true;
}
bool RandomSample::LoadSound( CString sSoundFilePath )
{
LOG->Trace( "RandomSample::LoadSound( %s )", sSoundFilePath.GetString() );
RageSound *pSS = new RageSound;
pSS->Load( sSoundFilePath );
m_pSamples.push_back( pSS );
return true;
}
void RandomSample::PlayRandom()
{
// play one of the samples
if( m_pSamples.empty() )
{
// LOG->Trace( "WARNING: Tried to play a RandomSample that has 0 sounds loaded." );
return;
}
int iIndexToPlay = 0;
for( int i=0; i<5; i++ )
{
iIndexToPlay = rand() % m_pSamples.size();
if( iIndexToPlay != m_iIndexLastPlayed )
break;
}
m_pSamples[iIndexToPlay]->Play();
m_iIndexLastPlayed = iIndexToPlay;
}
void RandomSample::Stop()
{
if( m_iIndexLastPlayed == -1 ) // nothing is currently playing
return;
m_pSamples[m_iIndexLastPlayed]->Stop();
}