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//-----------------------------------------------------------------------------
// Name: audio_play_group_priority_message.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "audio_play_group_priority_message.h"
#include <Main/engine.h>
#include <Utility/binn_util.h>
namespace OnlineMessages {
AudioPlayGroupPriorityMessage::AudioPlayGroupPriorityMessage(const std::string & path, vec3 pos, int priority) :
OnlineMessageBase(OnlineMessageCategory::LEVEL_TRANSIENT),
path(path), pos(pos), priority(priority)
{
}
binn* AudioPlayGroupPriorityMessage::Serialize(void* object) {
AudioPlayGroupPriorityMessage* t = static_cast<AudioPlayGroupPriorityMessage*>(object);
binn* l = binn_object();
binn_object_set_std_string(l, "path", t->path);
binn_object_set_vec3(l, "pos", t->pos);
binn_object_set_int32(l, "priority", t->priority);
return l;
}
void AudioPlayGroupPriorityMessage::Deserialize(void* object, binn* l) {
AudioPlayGroupPriorityMessage* t = static_cast<AudioPlayGroupPriorityMessage*>(object);
binn_object_get_std_string(l, "path", &t->path);
binn_object_get_vec3(l, "pos", &t->pos);
binn_object_get_int32(l, "priority", &t->priority);
}
void AudioPlayGroupPriorityMessage::Execute(const OnlineMessageRef& ref, void* object, PeerID from) {
AudioPlayGroupPriorityMessage* t = static_cast<AudioPlayGroupPriorityMessage*>(object);
SoundGroupRef sgr = Engine::Instance()->GetAssetManager()->LoadSync<SoundGroup>(t->path);
SoundGroupPlayInfo sgpi(*sgr, t->pos);
sgpi.priority = t->priority;
int handle = Engine::Instance()->GetSound()->CreateHandle(__FUNCTION__);
Engine::Instance()->GetSound()->PlayGroup(handle, sgpi);
}
void* AudioPlayGroupPriorityMessage::Construct(void *mem) {
return new(mem) AudioPlayGroupPriorityMessage("", vec3(), 0);
}
void AudioPlayGroupPriorityMessage::Destroy(void* object) {
AudioPlayGroupPriorityMessage* t = static_cast<AudioPlayGroupPriorityMessage*>(object);
t->~AudioPlayGroupPriorityMessage();
}
}
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