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package ch.asynk.rustanddust.engine.gfx.animations;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
public class SoundAnimation extends TimedAnimation
{
public enum Action
{
FADE_IN,
FADE_OUT
};
private Sound sound;
private long soundId;
private Action action;
private float volume;
private static final Pool<SoundAnimation> soundAnimationPool = new Pool<SoundAnimation>() {
@Override
protected SoundAnimation newObject() {
return new SoundAnimation();
}
};
public static SoundAnimation get(Action action, Sound sound, long soundId, float volume, float duration)
{
SoundAnimation a = soundAnimationPool.obtain();
a.action = action;
a.sound = sound;
a.soundId = soundId;
a.volume = volume;
a.duration = duration;
return a;
}
@Override
public void dispose()
{
soundAnimationPool.free(this);
}
@Override
protected void begin()
{
}
@Override
protected void end()
{
dispose();
}
@Override
protected void update(float percent)
{
float v;
switch(action) {
case FADE_IN:
v = ( volume * percent);
sound.setVolume(soundId, v);
break;
case FADE_OUT:
v = (volume - ( volume * percent));
sound.setVolume(soundId, v);
break;
}
}
@Override
public void draw(Batch batch)
{
}
@Override
public void drawDebug(ShapeRenderer debugShapes)
{
}
}
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