project_files/HedgewarsMobile/Classes/AudioManagerController.m
author nemo
Wed, 09 Aug 2017 12:46:52 -0400
changeset 12446 48ee3777e42e
parent 10108 c68cf030eded
child 12872 00215a7ec5f5
permissions -rw-r--r--
trying to eliminate that annoying impact sound for gears that are well under the water and not even exiting it. sheepluva might want to look this over since this is modifying his code and should perhaps be part of the addSplashForGear checks, but hadn't had much luck getting him to examine it past year or so

/*
 * Hedgewars-iOS, a Hedgewars port for iOS devices
 * Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com>
 *
 * This program 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 of the License
 *
 * This program 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.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA.
 */


#import "AudioManagerController.h"
#import "AVFoundation/AVAudioPlayer.h"
#import "MXAudioPlayerFadeOperation.h"


#define DEFAULT_VOLUME    0.45f
#define FADEOUT_DURATION  3.0f
#define FADEIN_DURATION   2.0f

static AudioManagerController *mainInstance;

@implementation AudioManagerController
@synthesize backgroundMusic, clickSound, backSound, selSound, audioFaderQueue;

+(id) mainManager {
    if (mainInstance == nil)
        mainInstance = [[self alloc] init];
    return mainInstance;
}

-(id) init {
    if ((self = [super init])) {
        self.backgroundMusic = nil;
        self.clickSound = -1;
        self.backSound = -1;
        self.selSound = -1;

        self.audioFaderQueue = nil;
    }
    return self;
}

-(void) dealloc {
    [self unloadSounds];
    releaseAndNil(backgroundMusic);
    releaseAndNil(audioFaderQueue);
    mainInstance = nil;
    [super dealloc];
}

-(void) didReceiveMemoryWarning {
    if (self.backgroundMusic.playing == NO)
        self.backgroundMusic = nil;
    if ([self.audioFaderQueue operationCount] == 0)
        self.audioFaderQueue = nil;

    [self unloadSounds];
    MSG_MEMCLEAN();
}

#pragma mark -
#pragma mark background music control
-(void) playBackgroundMusic {
    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
        return;

    if (self.backgroundMusic == nil) {
        NSString *musicString = [[NSBundle mainBundle] pathForResource:@"hwclassic" ofType:@"mp3"];
        self.backgroundMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:musicString] error:nil];
        self.backgroundMusic.delegate = nil;
        self.backgroundMusic.numberOfLoops = -1;
    }

    self.backgroundMusic.volume = DEFAULT_VOLUME;
    [self.backgroundMusic play];
}

-(void) pauseBackgroundMusic {
    [self.backgroundMusic pause];
}

-(void) stopBackgroundMusic {
    [self.backgroundMusic stop];
}

-(void) fadeOutBackgroundMusic {
    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
        return;

    if (self.audioFaderQueue == nil)
        self.audioFaderQueue = [[NSOperationQueue alloc] init];

    MXAudioPlayerFadeOperation *fadeOut = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:self.backgroundMusic
                                                                                             toVolume:0.0
                                                                                         overDuration:FADEOUT_DURATION];
    [self.audioFaderQueue addOperation:fadeOut];
    [fadeOut release];
}

-(void) fadeInBackgroundMusic {
    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
        return;

    if (self.audioFaderQueue == nil)
        self.audioFaderQueue = [[NSOperationQueue alloc] init];

    [self playBackgroundMusic];
    MXAudioPlayerFadeOperation *fadeIn = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:self.backgroundMusic
                                                                                            toVolume:DEFAULT_VOLUME
                                                                                        overDuration:FADEIN_DURATION];
    [audioFaderQueue addOperation:fadeIn];
    [fadeIn release];
}

#pragma mark -
#pragma mark sound effects control
-(SystemSoundID) loadSound:(NSString *)snd {
    SystemSoundID soundID;

    // get the filename of the sound file in a NSURL format
    NSString *path = [[NSBundle mainBundle] pathForResource:snd ofType:@"caf"];
    NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO];

    // use audio sevices to create and play the sound
    AudioServicesCreateSystemSoundID((CFURLRef)filePath, &soundID);
    return soundID;
}

-(void) unloadSounds {
    AudioServicesDisposeSystemSoundID(clickSound), clickSound = -1;
    AudioServicesDisposeSystemSoundID(backSound), backSound = -1;
    AudioServicesDisposeSystemSoundID(selSound), selSound = -1;
}

-(void) playClickSound {
    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
        return;

    if (self.clickSound == -1)
        self.clickSound = [self loadSound:@"clickSound"];

    AudioServicesPlaySystemSound(self.clickSound);
}

-(void) playBackSound {
    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
        return;

    if (self.backSound == -1)
        self.backSound = [self loadSound:@"backSound"];

    AudioServicesPlaySystemSound(self.backSound);
}

-(void) playSelectSound {
    if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
        return;

    if (self.selSound == -1)
        self.selSound = [self loadSound:@"selSound"];

    AudioServicesPlaySystemSound(self.selSound);
}

@end