project_files/HedgewarsMobile/Classes/AudioManagerController.m
author koda
Sun, 09 Oct 2011 00:24:58 +0200
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child 6208 b831679e9467
permissions -rw-r--r--
some code refactoring of the ios game config
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 23/09/2011.
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 */
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#import "AudioManagerController.h"
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#import "AVFoundation/AVAudioPlayer.h"
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#import <AudioToolbox/AudioToolbox.h>
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static AVAudioPlayer *backgroundMusic = nil;
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static SystemSoundID clickSound = -1;
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static SystemSoundID backSound = -1;
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static SystemSoundID selSound = -1;
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@implementation AudioManagerController
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#pragma mark -
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#pragma mark background music control
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+(void) loadBackgroundMusic {
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    NSString *musicString = [[NSBundle mainBundle] pathForResource:@"hwclassic" ofType:@"mp3"];
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    backgroundMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:musicString] error:nil];
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    backgroundMusic.delegate = nil;
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    backgroundMusic.volume = 0.4f;
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    backgroundMusic.numberOfLoops = -1;
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    [backgroundMusic prepareToPlay];
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}
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+(void) playBackgroundMusic {
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    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
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        return;
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    if (backgroundMusic == nil)
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        [AudioManagerController loadBackgroundMusic];
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    [backgroundMusic play];
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}
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+(void) pauseBackgroundMusic {
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    [backgroundMusic pause];
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}
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+(void) stopBackgroundMusic {
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    [backgroundMusic stop];
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}
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#pragma mark -
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#pragma mark sound effects control
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+(SystemSoundID) loadSound:(NSString *)snd {
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    // get the filename of the sound file:
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    NSString *path = [NSString stringWithFormat:@"%@/%@",[[NSBundle mainBundle] resourcePath],snd];
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    // declare a system sound id and get a URL for the sound file
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    SystemSoundID soundID;
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    NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO];
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    // use audio sevices to create and play the sound
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    AudioServicesCreateSystemSoundID((CFURLRef)filePath, &soundID);
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    return soundID;
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}
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+(void) playClickSound {
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    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
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        return;
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    if (clickSound == -1)
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        clickSound = [AudioManagerController loadSound:@"clickSound.wav"];
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    AudioServicesPlaySystemSound(clickSound);
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}
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+(void) playBackSound {
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    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
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        return;
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    if (backSound == -1)
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        backSound = [AudioManagerController loadSound:@"backSound.wav"];
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    AudioServicesPlaySystemSound(backSound);
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}
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+(void) playSelectSound {
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    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
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        return;
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    if (selSound == -1)
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        selSound = [AudioManagerController loadSound:@"selSound.wav"];
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    AudioServicesPlaySystemSound(selSound);
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}
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#pragma mark -
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#pragma mark memory management
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+(void) cleanupMemory {
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    [backgroundMusic stop];
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    [backgroundMusic release], backgroundMusic = nil;
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    AudioServicesDisposeSystemSoundID(clickSound), clickSound = -1;
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    AudioServicesDisposeSystemSoundID(backSound), backSound = -1;
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    AudioServicesDisposeSystemSoundID(selSound), selSound = -1;
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    MSG_MEMCLEAN();
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}
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@end