- added error checking and allow the game to continue if we cannot init the sound system

- persist error messagebox between program states
This commit is contained in:
Mark Vejvoda
2010-07-09 22:16:26 +00:00
parent eb34eb1fe5
commit f40dd94b1d
10 changed files with 358 additions and 40 deletions

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@@ -0,0 +1,135 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_SOUND_SOUNDPLAYERDS8_H_
#define _SHARED_SOUND_SOUNDPLAYERDS8_H_
#include "sound_player.h"
#include "platform_util.h"
#include <dsound.h>
#include <vector>
using std::vector;
namespace Shared{ namespace Sound{ namespace Ds8{
// =====================================================
// class SoundBuffer
// =====================================================
class SoundBuffer{
protected:
IDirectSoundBuffer8 *dsBuffer;
Sound *sound;
DWORD size;
public:
SoundBuffer();
virtual ~SoundBuffer(){};
virtual void end()=0;
IDirectSoundBuffer8 *getDsBuffer() const {return dsBuffer;}
Sound *getSound() const {return sound;}
void setDsBuffer(IDirectSoundBuffer8 *dsBuffer) {this->dsBuffer= dsBuffer;}
void setSound(IDirectSound8 *dsObject, Sound *sound) {this->sound= sound;}
bool isFree();
bool isReady();
protected:
void createDsBuffer(IDirectSound8 *dsObject);
};
// =====================================================
// class StaticSoundBuffer
// =====================================================
class StaticSoundBuffer: public SoundBuffer{
public:
StaticSound *getStaticSound() const {return static_cast<StaticSound*>(sound);}
void init(IDirectSound8 *dsObject, Sound *sound);
void end();
void play();
private:
void fillDsBuffer();
};
// =====================================================
// class StrSoundBuffer
// =====================================================
class StrSoundBuffer: public SoundBuffer{
private:
enum State{sFree, sFadingOn, sPlaying, sFadingOff, sStopped};
private:
DWORD lastPlayCursor;
State state;
Chrono chrono; //delay-fade chrono
int64 fade; //fade on fade off delay
public:
StrSoundBuffer();
StrSound *getStrSound() const {return static_cast<StrSound*>(sound);}
void init(IDirectSound8 *dsObject, Sound *sound, uint32 strBufferSize);
void end();
void play(int64 fadeOn);
void update();
void stop(int64 fadeOff);
private:
void fillDsBuffer();
void refreshDsBuffer();
void readChunk(void *writePointer, uint32 size);
};
// =====================================================
// class SoundPlayerDs8
//
/// SoundPlayer implementation using Direct Sound 8
// =====================================================
class SoundPlayerDs8: public SoundPlayer{
private:
IDirectSound8 *dsObject;
vector<StaticSoundBuffer> staticSoundBuffers;
vector<StrSoundBuffer> strSoundBuffers;
SoundPlayerParams params;
public:
SoundPlayerDs8();
virtual bool init(const SoundPlayerParams *params);
virtual void end();
virtual void play(StaticSound *staticSound);
virtual void play(StrSound *strSound, int64 fadeOn=0);
virtual void stop(StrSound *strSound, int64 fadeOff=0);
virtual void stopAllSounds();
virtual void updateStreams(); //updates str buffers if needed
private:
bool findStaticBuffer(Sound *sound, int *bufferIndex);
bool findStrBuffer(Sound *sound, int *bufferIndex);
};
// =====================================================
// Misc
// =====================================================
long dsVolume(float floatVolume);
}}}//end namespace
#endif

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@@ -91,7 +91,7 @@ class SoundPlayerOpenAL : public SoundPlayer {
public:
SoundPlayerOpenAL();
virtual ~SoundPlayerOpenAL();
virtual void init(const SoundPlayerParams *params);
virtual bool init(const SoundPlayerParams *params);
virtual void end();
virtual void play(StaticSound *staticSound);
virtual void play(StrSound *strSound, int64 fadeOn=0);

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@@ -0,0 +1,42 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_SOUND_SOUNDINTERFACE_H_
#define _SHARED_SOUND_SOUNDINTERFACE_H_
#include "sound_factory.h"
namespace Shared{ namespace Sound{
// =====================================================
// class SoundInterface
// =====================================================
class SoundInterface{
private:
SoundFactory *soundFactory;
private:
SoundInterface() {}
SoundInterface(SoundInterface &);
void operator=(SoundInterface &);
public:
static SoundInterface &getInstance();
void setFactory(SoundFactory *soundFactory);
SoundPlayer *newSoundPlayer();
};
}}//end namespace
#endif

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@@ -0,0 +1,63 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_SOUND_SOUNDPLAYER_H_
#define _SHARED_SOUND_SOUNDPLAYER_H_
#include "sound.h"
#include "types.h"
using Shared::Platform::uint32;
namespace Shared{ namespace Sound{
// =====================================================
// class SoundPlayerParams
// =====================================================
class SoundPlayerParams{
public:
uint32 strBufferSize;
uint32 strBufferCount;
uint32 staticBufferCount;
SoundPlayerParams();
};
// =====================================================
// class SoundPlayer
//
// Interface that every SoundPlayer will implement
// =====================================================
class SoundPlayer{
protected:
bool initOk;
public:
virtual ~SoundPlayer()
{
initOk = false;
};
virtual bool init(const SoundPlayerParams *params)= 0;
virtual void end()= 0;
virtual void play(StaticSound *staticSound)= 0;
virtual void play(StrSound *strSound, int64 fadeOn=0)= 0; //delay and fade in miliseconds
virtual void stop(StrSound *strSound, int64 fadeOff=0)= 0;
virtual void stopAllSounds()= 0;
virtual void updateStreams()= 0;
virtual bool wasInitOk() const { return initOk; }
};
}}//end namespace
#endif