132 lines
4.3 KiB
C++
132 lines
4.3 KiB
C++
/****************************************************************************
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** ScStw Libraries
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** Copyright (C) 2020 Itsblue development
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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, either version 3 of the License, or
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** (at your option) any later version.
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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, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include "../headers/scstwsoundplayer.h"
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ScStwSoundPlayer::ScStwSoundPlayer(QObject *parent) : QObject(parent)
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{
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this->waitLoop = new QEventLoop(this);
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this->waitTimer = new QTimer(this);
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this->soundFiles.insert(0, {{"path","qrc:/sound/AtYourMarksSound.wav"}, {"duration", 1000}});
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this->soundFiles.insert(1, {{"path","qrc:/sound/ReadySound.wav"}, {"duration", 570}});
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this->soundFiles.insert(2, {{"path","qrc:/sound/StartsignalSoundExtended.wav"}, {"duration", 3200}});
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this->soundFiles.insert(3, {{"path","qrc:/sound/FalseStartSound.wav"}, {"duration", 2000}});
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this->soundEffect = new QSoundEffect(this);
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this->soundEffect->setLoopCount(1);
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connect(this, &ScStwSoundPlayer::playbackStarted, this->waitLoop, &QEventLoop::quit);
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connect(this->soundEffect, &QSoundEffect::playingChanged, this->waitLoop, &QEventLoop::quit);
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}
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bool ScStwSoundPlayer::play(int action, double volume, double *timeOfStart) {
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if(!this->soundFiles.contains(action))
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return false;
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if(action > 2 || action < 0)
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return false;
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// stop playback
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if(this->soundEffect->isPlaying())
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this->soundEffect->stop();
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// update currently playing action
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this->currentlyPlayingAction = action;
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// update volume
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this->soundEffect->setVolume(volume);
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// load
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this->soundEffect->setSource(this->soundFiles[action]["path"].toString());
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// wait for the effect to load
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QEventLoop loop;
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while(this->soundEffect->status() != QSoundEffect::Ready) {
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QObject::connect(this->soundEffect, &QSoundEffect::statusChanged, &loop, &QEventLoop::quit);
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loop.exec();
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}
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// start
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this->soundEffect->play();
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// emit a playback start
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emit this->playbackStarted();
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// save started at
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this->playingStartedAt = QDateTime::currentMSecsSinceEpoch();
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// pass the time of start if requested
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if(timeOfStart != nullptr) {
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*timeOfStart = this->playingStartedAt;
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}
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if(action < 2)
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return this->waitForSoundFinish();
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return true;
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}
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bool ScStwSoundPlayer::cancel(double volume) {
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if(!this->soundEffect->isPlaying() )
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return false;
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// stop playback
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this->soundEffect->stop();
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this->waitLoop->quit();
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if(this->currentlyPlayingAction != 2)
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return true;
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// update volume
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this->soundEffect->setVolume(volume);
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// load
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this->soundEffect->setSource(this->soundFiles[3]["path"].toString());
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// play
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this->soundEffect->play();
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return true;
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}
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bool ScStwSoundPlayer::waitForSoundFinish(double *timeOfStop) {
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if(!this->soundEffect->isPlaying())
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return false;
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// wait until the audio output reports the sound is over
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waitLoop->exec();
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// wait until the sound is actually over
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// the timeOffset is the buffer time before the audio started!
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int timeOffset = this->soundFiles[this->currentlyPlayingAction]["duration"].toDouble() - (QDateTime::currentMSecsSinceEpoch() - playingStartedAt);
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if(timeOffset > 0) {
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QTimer timer;
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timer.singleShot(timeOffset, this->waitLoop, &QEventLoop::quit);
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this->waitLoop->exec();
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}
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// calculate the point in time where the sound playback actually ended
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if(timeOfStop != nullptr) {
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int latency = this->playingStartedAt + this->soundFiles[this->currentlyPlayingAction]["duration"].toDouble();
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*timeOfStop = QDateTime::currentMSecsSinceEpoch() - latency;
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}
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return true;
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}
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