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assetsound.cpp
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83 lines (68 loc) · 1.49 KB
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#include "assetsound.h"
AssetSound::AssetSound() :
sound_enabled(true),
volume(70),
default_volume(70)
{
SetS("_type", "assetsound");
}
AssetSound::~AssetSound()
{
//media.stop();
}
void AssetSound::SetupOutput(MediaContext * ctx, const bool loop)
{
media_player.SetupOutput(ctx, GetS("_src_url"), loop, true);
}
void AssetSound::ClearOutput(MediaContext * ctx)
{
MediaPlayer::ClearOutput(ctx);
}
void AssetSound::Play(MediaContext * ctx)
{
media_player.Play(ctx);
}
void AssetSound::Seek(MediaContext * ctx, const float pos)
{
media_player.Seek(ctx, pos);
}
void AssetSound::Pause(MediaContext * ctx)
{
media_player.Pause(ctx);
}
void AssetSound::Stop(MediaContext * ctx)
{
media_player.Stop(ctx);
}
bool AssetSound::CanPause(MediaContext * ctx)
{
return media_player.CanPause(ctx);
}
float AssetSound::GetCurTime(MediaContext * ctx) const
{
return media_player.GetCurTime(ctx);
}
float AssetSound::GetTotalTime(MediaContext * ctx) const
{
return media_player.GetTotalTime(ctx);
}
void AssetSound::SetSoundEnabled(MediaContext * ctx, const bool b)
{
sound_enabled = b;
if (!sound_enabled) {
volume = 0;
media_player.SetVolume(ctx, 0);
}
else {
volume = default_volume;
media_player.SetVolume(ctx, volume);
}
}
bool AssetSound::GetPlaying(MediaContext * ctx) const
{
return media_player.GetPlaying(ctx);
}
bool AssetSound::GetReady(MediaContext * ctx)
{
return media_player.GetReady(ctx);
}