Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.

This commit is contained in:
stiffly
2016-02-10 11:36:54 +01:00
parent 94ff12cf66
commit 3d2f9fa79d
2 changed files with 37 additions and 11 deletions
+5
View File
@@ -39,6 +39,11 @@ private:
// Logic for playing a sound when a player jumps // Logic for playing a sound when a player jumps
void playerJumps(); void playerJumps();
// Temporary solution for play test.
bool m_DrumsIsPlaying = false;
double m_DrumTimer = 0.0;
bool drumTimer(double dt);
std::default_random_engine generator; std::default_random_engine generator;
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
+32 -11
View File
@@ -23,7 +23,12 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
{ } { }
void SoundSystem::Update(double dt) void SoundSystem::Update(double dt)
{ } {
// Temp for play test.
if(m_DrumsIsPlaying) {
m_DrumsIsPlaying = !drumTimer(dt);
}
}
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e) bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
{ {
@@ -73,6 +78,17 @@ void SoundSystem::playerJumps()
} }
} }
bool SoundSystem::drumTimer(double dt)
{
m_DrumTimer += dt;
if (m_DrumTimer > 15) {
m_DrumTimer = 0.0;
return true;
} else {
return false;
}
}
bool SoundSystem::OnShoot(const Events::Shoot & e) bool SoundSystem::OnShoot(const Events::Shoot & e)
{ {
Events::PlaySoundOnEntity ev; Events::PlaySoundOnEntity ev;
@@ -94,6 +110,8 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
} }
ev.EmitterID = m_LocalPlayer.ID; ev.EmitterID = m_LocalPlayer.ID;
m_EventBroker->Publish(ev); m_EventBroker->Publish(ev);
// Temp for play test.
m_DrumsIsPlaying = false;
return false; return false;
} }
@@ -106,11 +124,11 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
std::vector<std::string> paths; std::vector<std::string> paths;
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav"); paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
// Breathe // // Breathe
int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit // int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
for (int i = 0; i < ammountOfbreaths; i++) { // for (int i = 0; i < ammountOfbreaths; i++) {
paths.push_back("Audio/exhausted/breath.wav"); // paths.push_back("Audio/exhausted/breath.wav");
} // }
Events::PlayQueueOnEntity ev; Events::PlayQueueOnEntity ev;
ev.Emitter = m_LocalPlayer; ev.Emitter = m_LocalPlayer;
ev.FilePaths = paths; ev.FilePaths = paths;
@@ -120,32 +138,35 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e) bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
{ {
//if (e.PlayerID == m_LocalPlayer.ID) {
Events::PlaySoundOnEntity ev; Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID; ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/die/die2.wav"; ev.FilePath = "Audio/die/die2.wav";
m_EventBroker->Publish(ev); m_EventBroker->Publish(ev);
//}
return false; return false;
} }
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e) bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
{ {
//if (e.PlayerHealedID == m_LocalPlayer.ID) {
Events::PlaySoundOnEntity ev; Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID; ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/pickup/pickup2.wav"; ev.FilePath = "Audio/pickup/pickup2.wav";
m_EventBroker->Publish(ev); m_EventBroker->Publish(ev);
//}
return false; return false;
} }
bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e) bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
{ {
// Temp for play test.
if (m_DrumsIsPlaying) {
return false;
}
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) { if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
Events::PlayBackgroundMusic ev; Events::PlaySoundOnEntity ev; // should be BGM
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/bgm/drumstest.wav"; ev.FilePath = "Audio/bgm/drumstest.wav";
m_EventBroker->Publish(ev); m_EventBroker->Publish(ev);
// Temp for play test.
m_DrumsIsPlaying = true;
} }
return false; return false;
} }