The main menu music would not start again when you returned to the main menu.

This commit is contained in:
stiffly
2016-03-13 00:16:55 +01:00
parent 1e7f6941ba
commit 20d46f63c8
2 changed files with 23 additions and 1 deletions
+3
View File
@@ -30,6 +30,7 @@
#include "../Engine/Core/EPause.h"
#include "../Engine/Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
#include "../Engine/Network/EPlayerDisconnected.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
@@ -139,6 +140,8 @@ private:
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
bool OnChangeBGM(const Events::ChangeBGM &e);
EventRelay<SoundManager, Events::PlayerDisconnected> m_EplayerDisconnected;
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
};
+20 -1
View File
@@ -30,6 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
EVENT_SUBSCRIBE_MEMBER(m_EplayerDisconnected, &SoundManager::OnPlayerDisconnected);
Events::ChangeBGM e;
e.FilePath = "Audio/bgm/MenuMusic.wav";
@@ -394,7 +395,9 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
{
if (m_CurrentBGM != nullptr) {
stopSound(m_CurrentBGM);
if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGM);
}
}
m_CurrentBGM = createSource(e.FilePath);
m_CurrentBGM->Type = SoundType::BGM;
@@ -403,6 +406,22 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
return true;
}
bool SoundManager::OnPlayerDisconnected(const Events::PlayerDisconnected& e)
{
// A player returned to the main menu. Easiest solution when we don't have states in the game. Not "PC".
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
stopSound(m_CurrentBGMCombo);
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/MenuMusic.wav";
m_EventBroker->Publish(changeBGM);
return true;
}
ALenum SoundManager::getSourceState(ALuint source)
{
ALenum state;