shooter/engine/SoundController.cpp

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//
// Created by Иван Ильин on 17.10.2021.
//
#include "SoundController.h"
#include "ResourceManager.h"
SoundController* SoundController::_instance = nullptr;
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bool SoundController::_validInstance = false;
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void SoundController::init() {
_instance = new SoundController();
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_validInstance = true;
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}
void SoundController::playSound(const SoundTag& soundTag, const std::string& filename) {
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if(!_validInstance) {
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return;
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}
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stopSound(soundTag);
_instance->_sounds.emplace(soundTag, sf::Sound(*ResourceManager::loadSoundBuffer(filename)));
_instance->_sounds[soundTag].play();
}
void SoundController::pauseSound(const SoundTag& soundTag) {
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if(!_validInstance) {
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return;
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}
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if(_instance->_sounds.count(soundTag) > 0) {
_instance->_sounds[soundTag].pause();
}
}
void SoundController::stopSound(const SoundTag& soundTag) {
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if(!_validInstance) {
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return;
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}
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if(_instance->_sounds.count(soundTag) > 0) {
_instance->_sounds[soundTag].stop();
}
_instance->_sounds.erase(soundTag);
}
sf::Sound::Status SoundController::getStatus(const SoundTag& soundTag) {
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if(!_validInstance) {
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return sf::Sound::Status::Stopped;
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}
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if(_instance->_sounds.count(soundTag) > 0) {
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return _instance->_sounds[soundTag].getStatus();
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} else {
_instance->_sounds.erase(soundTag);
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return sf::Sound::Status::Stopped;
}
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}
void SoundController::free() {
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if(_validInstance) {
for(auto& [soundTag, sound] : _instance->_sounds) {
sound.stop();
}
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}
_instance->_sounds.clear();
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_validInstance = false;
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delete _instance;
}