# newgrf_sound.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "engine_base.h"
    00014 #include "newgrf.h"
    00015 #include "newgrf_engine.h"
    00016 #include "newgrf_sound.h"
    00017 #include "vehicle_base.h"
    00018 #include "sound_func.h"
    00019 #include "core/mem_func.hpp"
    00020
    00021 static SmallVector<SoundEntry, ORIGINAL_SAMPLE_COUNT> _sounds;
    00022
    00023
    00024 /* Allocate a new Sound */
    00025 SoundEntry *AllocateSound()
    00026 {
    00027   SoundEntry *sound = _sounds.Append();
    00028   MemSetT(sound, 0);
    00029   return sound;
    00030 }
    00031
    00032
    00033 void InitializeSoundPool()
    00034 {
    00035   _sounds.Clear();
    00036
    00037   /* Copy original sound data to the pool */
    00038   SndCopyToPool();
    00039 }
    00040
    00041
    00042 SoundEntry *GetSound(SoundID index)
    00043 {
    00044   if (index >= _sounds.Length()) return NULL;
    00045   return &_sounds[index];
    00046 }
    00047
    00048
    00049 uint GetNumSounds()
    00050 {
    00051   return _sounds.Length();
    00052 }
    00053
    00054
    00055 bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
    00056 {
    00057   const GRFFile *file = GetEngineGRF(v->engine_type);
    00058   uint16 callback;
    00059
    00060   /* If the engine has no GRF ID associated it can't ever play any new sounds */
    00061   if (file == NULL) return false;
    00062
    00063   /* Check that the vehicle type uses the sound effect callback */
    00064   if (!HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false;
    00065
    00066   callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
    00067   if (callback == CALLBACK_FAILED) return false;
    00068   if (callback >= ORIGINAL_SAMPLE_COUNT) callback += file->sound_offset - ORIGINAL_SAMPLE_COUNT;
    00069
    00070   if (callback < GetNumSounds()) SndPlayVehicleFx(callback, v);
    00071   return true;
    00072 }
    00073
    00074 bool PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
    00075 {
    00076   if (sound_id >= ORIGINAL_SAMPLE_COUNT) sound_id += file->sound_offset - ORIGINAL_SAMPLE_COUNT;
    00077
    00078   if (sound_id < GetNumSounds()) {
    00079     SndPlayTileFx(sound_id, tile);
    00080     return true;
    00081   }
    00082   return false;
    00083 }