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//-----------------------------------------------------------------------------
// Name: audio_play_sound_loop_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_sound_loop_message.h"
#include <Main/engine.h>
#include <Utility/binn_util.h>
namespace OnlineMessages {
AudioPlaySoundLoopMessage::AudioPlaySoundLoopMessage(std::string path, float gain) :
OnlineMessageBase(OnlineMessageCategory::LEVEL_TRANSIENT),
path(path), gain(gain)
{
}
binn* AudioPlaySoundLoopMessage::Serialize(void* object) {
AudioPlaySoundLoopMessage* t = static_cast<AudioPlaySoundLoopMessage*>(object);
binn* l = binn_object();
binn_object_set_std_string(l, "path", t->path);
binn_object_set_float(l, "gain", t->gain);
return l;
}
void AudioPlaySoundLoopMessage::Deserialize(void* object, binn* l) {
AudioPlaySoundLoopMessage* t = static_cast<AudioPlaySoundLoopMessage*>(object);
binn_object_get_std_string(l, "path", &t->path);
binn_object_get_float(l, "gain", &t->gain);
}
void AudioPlaySoundLoopMessage::Execute(const OnlineMessageRef& ref, void* object, PeerID from) {
AudioPlaySoundLoopMessage* t = static_cast<AudioPlaySoundLoopMessage*>(object);
SoundPlayInfo spi;
spi.path = t->path;
spi.flags = spi.flags | SoundFlags::kRelative;
spi.looping = true;
spi.volume = t->gain;
int handle = Engine::Instance()->GetSound()->CreateHandle(__FUNCTION__);
Engine::Instance()->GetSound()->Play(handle, spi);
}
void* AudioPlaySoundLoopMessage::Construct(void *mem) {
return new(mem) AudioPlaySoundLoopMessage("", 0.0f);
}
void AudioPlaySoundLoopMessage::Destroy(void* object) {
AudioPlaySoundLoopMessage* t = static_cast<AudioPlaySoundLoopMessage*>(object);
t->~AudioPlaySoundLoopMessage();
}
}
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