Qt 4.8: InvSounds.cpp Example File (demos/mobile/quickhit/InvSounds.cpp)

Qt Reference Documentation

# InvSounds.cpp Example File

demos/mobile/quickhit/InvSounds.cpp

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     #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);
     };