Merge pull request #86 from teamfisk/Sound

Sound
This commit is contained in:
2016-02-10 12:33:01 +01:00
18 changed files with 1080 additions and 347 deletions
+1 -1
Submodule assets updated: c4898d8281...88b1b9f047
@@ -4,6 +4,7 @@
#include "../GLM.h"
#include "../Core/InputController.h"
#include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
template <typename EventContext>
@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
m_EventBroker->Publish(e);
}
#endif
+18
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@@ -0,0 +1,18 @@
#ifndef Events_PlayQueueOnEntity_h__
#define Events_PlayQueueOnEntity_h__
#include "../Core/Event.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayQueueOnEntity : public Event
{
EntityWrapper Emitter;
std::vector<std::string> FilePaths;
};
}
#endif
+3
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@@ -1,6 +1,9 @@
#ifndef Sound_h__
#define Sound_h__
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#include "Core/ResourceManager.h"
class Sound : public Resource
@@ -1,17 +1,23 @@
#ifndef SoundSystem_h__
#define SoundSystem_h__
#ifndef SoundManager_h__
#define SoundManager_h__
#include <unordered_map>
#include <random>
#include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
#include "OpenAL/al.h"
#include "OpenAL/alc.h"
#include "imgui/imgui.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "Core/Transform.h" // Absolute transform
#include "Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Sound/EPlaySoundOnPosition.h"
#include "Sound/EPlayBackgroundMusic.h"
@@ -20,6 +26,11 @@
#include "Sound/EStopSound.h"
#include "Sound/ESetBGMGain.h"
#include "Sound/ESetSFXGain.h"
#include "Core/EPause.h"
#include "Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType {
SFX,
@@ -34,14 +45,15 @@ struct Source
SoundType Type;
};
class SoundSystem
class SoundManager
{
public:
SoundSystem() { }
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
~SoundSystem();
SoundManager() { }
SoundManager(World* world, EventBroker* eventBroker);
~SoundManager();
// Update emitters / listener
void Update(double dt);
private:
// Help functions for working with OpenaAL
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
@@ -56,46 +68,62 @@ private:
// Logic
void initOpenAL();
void updateEmitters(double dt);
void updateListener(double dt);
void deleteInactiveEmitters();
void addNewEmitters(double dt);
Source* createSource(std::string filePath);
void playSound(Source* source);
void stopSound(Source* source);
void stopEmitters();
void updateListener(double dt);
ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain);
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
// Specific logic
void playSound(Source* source);
// Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb);
void stopSound(Source* source);
Source* createSource(std::string filePath);
std::unordered_map<EntityID, Source*> m_Sources;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
// OpenAL system variables
ALCdevice* m_ALCdevice = nullptr;
ALCcontext* m_ALCcontext = nullptr;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::unordered_map<EntityID, Source*> m_Sources;
float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.f;
bool m_EditorEnabled = false;
float m_SFXVolumeChannel = 1.0f;
EntityWrapper m_LocalPlayer = EntityWrapper();
// Events
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
bool OnStopSound(const Events::StopSound &e);
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
bool OnContinueSound(const Events::ContinueSound &e);
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e);
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e);
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundManager, Events::Pause> m_EPause;
bool OnPause(const Events::Pause &e);
EventRelay<SoundManager, Events::Resume> m_EResume;
bool OnResume(const Events::Resume &e);
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
};
#endif
+13
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@@ -0,0 +1,13 @@
#ifndef Events_DashAbility_h__
#define Events_DashAbility_h__
#include "Core/Event.h"
namespace Events
{
struct DashAbility : public Event { };
}
#endif
+16
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@@ -0,0 +1,16 @@
#ifndef Events_DoubleJump_h__
#define Events_DoubleJump_h__
#include "Core/Event.h"
namespace Events
{
struct DoubleJump : public Event
{
};
}
#endif
+3 -2
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@@ -30,7 +30,8 @@
#include "Network/Client.h"
// Sound
#include "Sound/SoundSystem.h"
#include "Sound/SoundManager.h"
#include "Systems/SoundSystem.h"
class Game
{
@@ -64,7 +65,7 @@ private:
bool m_IsClientOrServer = false;
// Sound
SoundSystem* m_SoundSystem;
SoundManager* m_SoundManager;
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
//bool debugOnInputCommand(const Events::InputCommand& e);
+3 -1
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@@ -9,7 +9,9 @@ public:
LifetimeSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Lifetime")
{ }
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
@@ -4,6 +4,8 @@
#include "Core/EPlayerSpawned.h"
#include "Input/FirstPersonInputController.h"
#include <imgui/imgui.h>
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
class PlayerMovementSystem : public ImpureSystem, PureSystem
{
@@ -18,6 +20,19 @@ private:
// State
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Walking logic
// Keeps track of how far the player has walked within this "key press session".
float m_DistanceMoved = 0.0f;
// How far a step is (How often the step sound will be played).
const float m_PlayerStepLength = 1.75f;
// Determine what sound file to play.
bool m_LeftFoot = false;
// To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
+71
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@@ -0,0 +1,71 @@
#ifndef Systems_SoundSystem_h__
#define Systems_SoundSystem_h__
#include <random>
#include "../Engine/Core/System.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "../Engine/Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/EShoot.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/ECaptured.h"
#include "../Engine/Core/EPlayerDamage.h"
#include "../Engine/Core/EPlayerDeath.h"
#include "../Engine/Core/EPlayerHealthPickup.h"
#include "../Engine/Collision/ETrigger.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h"
#include "../Game/Events/EDoubleJump.h"
#include "../Game/Events/EDashAbility.h"
class SoundSystem : public PureSystem, ImpureSystem
{
public:
SoundSystem(World* world, EventBroker* eventbroker);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
virtual void Update(double dt) override;
private:
EntityWrapper m_LocalPlayer = EntityWrapper();
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::string m_Announcer = "";
// Logic for playing a sound when a player jumps
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;
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
bool OnInputCommand(const Events::InputCommand &e);
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(const Events::DoubleJump &e);
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility &e);
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(const Events::TriggerTouch &e);
EventRelay<SoundSystem, Events::Shoot> m_EShoot;
bool OnShoot(const Events::Shoot &e);
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e);
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage &e);
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath &e);
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
};
#endif
+5
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@@ -29,3 +29,8 @@ TimeoutMs=15000
[Multithreading]
ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
Announcer=female
+261
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@@ -0,0 +1,261 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="0.980392158" G="1" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.100000001" Y="0" Z="0"/>
<Scale X="50" Y="1" Z="51.1000023"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Position X="-14.500001" Y="1.50000012" Z="16.9222012"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Transform>
<Orientation X="4.38500023" Y="0" Z="0.458000034"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="1" G="0" R="0"/>
</c:Model>
<c:Transform>
<Position X="-14.500001" Y="1.50000012" Z="-17.6888409"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Position X="12.1000004" Y="1.50000012" Z="16.9222012"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="1" G="0" R="0"/>
</c:Model>
<c:Transform>
<Position X="12.1228638" Y="1.50000012" Z="-17.9642811"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-20.6000004" Y="1" Z="21.7150002"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:PlayerSpawn/>
<c:Transform>
<Position X="-12.2000008" Y="1" Z="21.5000019"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="15.4000006" Y="1" Z="21.6000004"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="10.500001" Y="0" Z="21.9000015"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-9.70000076" Y="1" Z="-23.4000015"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-18.8000011" Y="1" Z="-22.3000011"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="8.10000038" Y="1" Z="-23.2000008"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="16.2000008" Y="1" Z="-23.2000008"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="39.2156868" G="0" R="3.13725495"/>
</c:Model>
<c:Transform>
<Scale X="-70" Y="-70" Z="-70"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>
<Blue/>
</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>Models\Core\UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.773066521" Z="-18.975975"/>
<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>
<Red/>
</HomePointForTeam>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models\Core\UnitCube.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.452868998" Z="18.5607414"/>
<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+374
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@@ -0,0 +1,374 @@
#include "Sound/SoundManager.h"
SoundManager::SoundManager(World* world, EventBroker* eventBroker)
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_EventBroker = eventBroker;
m_World = world;
m_BGMVolumeChannel = config->Get<float>("Sound.BGMVolume", 1.f);
m_SFXVolumeChannel = config->Get<float>("Sound.SFXVolume", 1.f);
initOpenAL();
alSpeedOfSound(340.29f);
alDistanceModel(AL_LINEAR_DISTANCE);
alDopplerFactor(1);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundManager::OnPlaySoundOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundManager::OnPlaySoundOnPosition);
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundManager::OnPlayBackgroundMusic);
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundManager::OnStopSound);
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundManager::OnPauseSound);
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundManager::OnContinueSound);
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundManager::OnSetBGMGain);
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundManager::OnSetSFXGain);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundManager::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundManager::OnResume);
EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundManager::OnComponentAttached);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
}
SoundManager::~SoundManager()
{
stopEmitters(); // Stopps emitters
deleteInactiveEmitters(); // Deletes stopped emitters
// Delete entities
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
m_World->DeleteEntity((*it).first);
}
m_Sources.clear();
alcDestroyContext(m_ALCcontext);
alcCloseDevice(m_ALCdevice);
}
void SoundManager::stopEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
stopSound(it->second);
}
}
}
void SoundManager::Update(double dt)
{
m_EventBroker->Process<SoundManager>();
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
updateEmitters(dt);
updateListener(dt);
// Editor debug info
ImGui::SliderFloat("BGM", &m_BGMVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
ImGui::SliderFloat("SFX", &m_SFXVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
}
void SoundManager::deleteInactiveEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end();) {
if (m_World->ValidEntity(it->first)
&& m_World->HasComponent(it->first, "SoundEmitter")) {
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
// Nothing to see here, move along
it++;
continue;
} else {
// Sound has been stopped / finished playing.
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
m_World->DeleteEntity(it->first);
delete it->second;
it = m_Sources.erase(it);
}
} else {
// Entity / Component has been removed
stopSound(it->second);
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
delete it->second;
it = m_Sources.erase(it);
}
}
}
void SoundManager::updateEmitters(double dt)
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
// Get previous pos
if (!m_World->ValidEntity(it->first)) {
return;
}
if (!m_World->HasComponent(it->first, "SoundEmitter"))
return;
glm::vec3 previousPos;
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
// Get next pos
if (!m_World->HasComponent(it->first, "Transform"))
return;
if (!m_World->ValidEntity(m_World->GetParent(it->first))) {
return;
}
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
// Calculate velocity
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
setSourcePos(it->second->ALsource, nextPos);
setSourceVel(it->second->ALsource, velocity);
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
setSoundProperties(it->second, &emitter);
// Path changed
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
if (it->second->SoundResource->Buffer() != 0) {
playSound(it->second);
}
}
}
}
void SoundManager::updateListener(double dt)
{
// Should only be one listener.
auto listenerComponents = m_World->GetComponents("Listener");
if (listenerComponents == nullptr || !m_LocalPlayer.Valid()) {
return;
}
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
EntityWrapper listener(m_World, (*it).EntityID);
if (!listener.Valid()) {
break;
}
if (listener.IsChildOf(m_LocalPlayer) || listener == m_LocalPlayer) {
glm::vec3 previousPos;
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
glm::vec3 nextPos = Transform::AbsolutePosition(listener); // Get next (current) pos
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
setListenerPos(nextPos);
setListenerVel(velocity);
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(listener)));
break;
}
}
}
Source* SoundManager::createSource(std::string filePath)
{
ALuint alSource;
alGenSources((ALuint)1, &alSource);
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
Source* source = new Source();
source->ALsource = alSource;
source->SoundResource = ResourceManager::Load<Sound>(filePath);
return source;
}
void SoundManager::playSound(Source* source)
{
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
alSourcePlay(source->ALsource);
}
void SoundManager::playQueue(QueuedBuffers qb)
{
for (int i = 0; i < qb.second.size(); i++) {
alSourceQueueBuffers(qb.first, 1, &qb.second[i]);
}
alSourcePlay(qb.first);
}
void SoundManager::stopSound(Source* source)
{
alSourceStop(source->ALsource);
}
bool SoundManager::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
{
Source* source = createSource(e.FilePath);
source->Type = SoundType::SFX;
EntityID child = m_World->CreateEntity(e.EmitterID);
m_World->AttachComponent(child, "Transform");
m_World->AttachComponent(child, "SoundEmitter");
m_Sources[child] = source;
playSound(source);
return false;
}
bool SoundManager::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
{
Source* source = createSource(e.FilePath);
auto emitterID = m_World->CreateEntity();
auto transform = m_World->AttachComponent(emitterID, "Transform");
(glm::vec3&)transform["Position"] = e.Position;
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
(float&)(double)emitter["Gain"] = e.Gain;
(float&)(double)emitter["Pitch"] = e.Pitch;
(bool&)emitter["Loop"] = e.Loop;
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
source->Type = SoundType::SFX;
m_Sources[emitterID] = source;
playSound(source);
return true;
}
bool SoundManager::OnPauseSound(const Events::PauseSound & e)
{
alSourcePause(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundManager::OnStopSound(const Events::StopSound & e)
{
alSourceStop(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundManager::OnContinueSound(const Events::ContinueSound & e)
{
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundManager::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
{
auto listenerComponents = m_World->GetComponents("Listener");
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
if ((*it).EntityID != m_LocalPlayer.ID) {
break;
}
auto emitterChild = m_World->CreateEntity((*it).EntityID);
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
(bool&)emitter["Loop"] = true;
(std::string&)emitter["FilePath"] = e.FilePath;
m_World->AttachComponent(emitterChild, "Transform");
Source* source = createSource(e.FilePath);
source->Type = SoundType::BGM;
setSoundProperties(source, &emitter);
m_Sources[emitterChild] = source;
playSound(source);
}
return true;
}
bool SoundManager::OnSetBGMGain(const Events::SetBGMGain & e)
{
m_BGMVolumeChannel = e.Gain;
return true;
}
bool SoundManager::OnSetSFXGain(const Events::SetSFXGain & e)
{
m_SFXVolumeChannel = e.Gain;
return true;
}
bool SoundManager::OnComponentAttached(const Events::ComponentAttached & e)
{
if (e.Component.Info.Name == "SoundEmitter") {
auto component = m_World->GetComponent(e.Entity.ID, "SoundEmitter");
Source* source = createSource(component["FilePath"]);
m_Sources[e.Entity.ID] = source;
}
return false;
}
bool SoundManager::OnPause(const Events::Pause & e)
{
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
alSourcePause(it->second->ALsource);
}
return false;
}
bool SoundManager::OnResume(const Events::Resume &e)
{
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
alSourcePlay(it->second->ALsource);
}
return false;
}
bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
{
if (e.PlayerID == -1) { // Local player
m_LocalPlayer = e.Player;
return true;
}
return false;
}
bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
{
Source* source = createSource(*e.FilePaths.begin());
std::vector<ALuint> buffers;
buffers.push_back(source->SoundResource->Buffer());
source->Type = SoundType::BGM;
std::vector<std::string>::const_iterator it;
for (it = e.FilePaths.begin() + 1; it != e.FilePaths.end(); it++) {
buffers.push_back(ResourceManager::Load<Sound>(*it)->Buffer());
}
playQueue(QueuedBuffers(source->ALsource, buffers));
return true;
}
ALenum SoundManager::getSourceState(ALuint source)
{
ALenum state;
alGetSourcei(source, AL_SOURCE_STATE, &state);
return state;
}
void SoundManager::setGain(Source * source, float gain)
{
alSourcef(source->ALsource, AL_GAIN, gain);
}
void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundComponent)
{
float gain = (source->Type == SoundType::SFX) ? m_SFXVolumeChannel : m_BGMVolumeChannel;
alSourcef(source->ALsource, AL_GAIN, (float)(double)(*soundComponent)["Gain"] * gain);
alSourcef(source->ALsource, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
alSourcei(source->ALsource, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
alSourcef(source->ALsource, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
alSourcef(source->ALsource, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
alSourcef(source->ALsource, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
}
void SoundManager::initOpenAL()
{
// Initialize OpenAL
m_ALCdevice = alcOpenDevice(nullptr);
if (m_ALCdevice != nullptr) {
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
alcMakeContextCurrent(m_ALCcontext);
} else {
LOG_ERROR("OpenAL failed to initialize.");
}
}
void SoundManager::setListenerOri(glm::vec3 ori)
{
// Calculate forward and up vector.
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
forward = glm::rotateX(forward, ori.x);
forward = glm::rotateY(forward, ori.y);
forward = glm::rotateZ(forward, ori.z);
glm::normalize(forward);
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
up = glm::rotateX(up, ori.x);
up = glm::rotateY(up, ori.y);
up = glm::rotateZ(up, ori.z);
glm::normalize(up);
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
alListenerfv(AL_ORIENTATION, lOri);
}
-308
View File
@@ -1,308 +0,0 @@
#include "Sound/SoundSystem.h"
SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode)
{
m_EventBroker = eventBroker;
m_World = world;
m_EditorEnabled = editorMode;
initOpenAL();
alSpeedOfSound(340.29f);
alDistanceModel(AL_LINEAR_DISTANCE);
alDopplerFactor(1);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundSystem::OnPlaySoundOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundSystem::OnPlaySoundOnPosition);
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundSystem::OnPlayBackgroundMusic);
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundSystem::OnPauseSound);
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundSystem::OnContinueSound);
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundSystem::OnSetBGMGain);
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundSystem::OnSetSFXGain);
}
SoundSystem::~SoundSystem()
{
stopEmitters(); // Stopps emitters
deleteInactiveEmitters(); // Deletes stopped emitters
// Delete entities
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
m_World->DeleteEntity((*it).first);
}
m_Sources.clear();
alcDestroyContext(m_ALCcontext);
alcCloseDevice(m_ALCdevice);
}
void SoundSystem::stopEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
stopSound(it->second);
}
}
}
void SoundSystem::Update(double dt)
{
m_EventBroker->Process<SoundSystem>();
addNewEmitters(dt); // can be optimized with "EEntityCreated"
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
updateEmitters( dt);
updateListener( dt);
}
void SoundSystem::deleteInactiveEmitters()
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end();) {
if (m_World->ValidEntity(it->first)
&& m_World->HasComponent(it->first, "SoundEmitter")) {
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
// Nothing to see here, move along
it++;
continue;
} else {
// Sound has been stopped / finished playing.
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
m_World->DeleteEntity(it->first);
delete it->second;
it = m_Sources.erase(it);
}
} else {
// Entity / Component has been removed
stopSound((*it).second);
alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource);
delete it->second;
it = m_Sources.erase(it);
}
}
}
void SoundSystem::addNewEmitters(double dt)
{
auto emitterComponents = m_World->GetComponents("SoundEmitter");
if (emitterComponents == nullptr) {
return;
}
for (auto it = emitterComponents->begin(); it != emitterComponents->end(); it++) {
EntityID emitter = (*it).EntityID;
std::unordered_map<EntityID, Source*>::iterator source;
source = m_Sources.find(emitter);
if (source == m_Sources.end()) { // Did not exist, add it
Source* source = createSource((std::string)(*it)["FilePath"]);
m_Sources[emitter] = source;
}
}
}
void SoundSystem::updateEmitters(double dt)
{
std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
// Get previous pos
glm::vec3 previousPos;
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
// Get next pos
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
// Calculate velocity
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
setSourcePos(it->second->ALsource, nextPos);
setSourceVel(it->second->ALsource, velocity);
float gain;
if (it->second->Type == SoundType::SFX) {
gain = m_SFXVolumeChannel;
} else if (it->second->Type == SoundType::BGM) {
gain = m_BGMVolumeChannel;
}
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
setSoundProperties(it->second->ALsource, &emitter);
// To make an emitter play when spawned in editor mode
if (m_EditorEnabled) {
// Path changed
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
if (it->second->SoundResource->Buffer() != 0) {
playSound(it->second);
}
}
}
}
}
void SoundSystem::updateListener(double dt)
{
// Should only be one listener.
auto listenerComponents = m_World->GetComponents("Listener");
if (listenerComponents == nullptr) {
return;
}
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
EntityID listener = (*it).EntityID;
glm::vec3 previousPos;
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, listener); // Get next (current) pos
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
setListenerPos(nextPos);
setListenerVel(velocity);
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(m_World, listener)));
}
}
Source* SoundSystem::createSource(std::string filePath)
{
ALuint alSource;
alGenSources((ALuint)1, &alSource);
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
Source* source = new Source();
source->ALsource = alSource;
source->SoundResource = ResourceManager::Load<Sound>(filePath);
return source;
}
void SoundSystem::playSound(Source* source)
{
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
alSourcePlay(source->ALsource);
}
void SoundSystem::stopSound(Source* source)
{
alSourceStop(source->ALsource);
}
bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
{
Source* source = createSource(e.FilePath);
source->Type = SoundType::SFX;
m_Sources[e.EmitterID] = source;
playSound(source);
return false;
}
bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
{
Source* source = createSource(e.FilePath);
auto emitterID = m_World->CreateEntity();
auto transform = m_World->AttachComponent(emitterID, "Transform");
(glm::vec3&)transform["Position"] = e.Position;
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
(float&)(double)emitter["Gain"] = e.Gain;
(float&)(double)emitter["Pitch"] = e.Pitch;
(bool&)emitter["Loop"] = e.Loop;
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
auto model = m_World->AttachComponent(emitterID, "Model");
(std::string&)model["Resource"] = "Models/Core/UnitCube.mesh"; // 360NoScope UnitCube
source->Type = SoundType::SFX;
m_Sources[emitterID] = source;
playSound(source);
return true;
}
bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
{
alSourcePause(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundSystem::OnStopSound(const Events::StopSound & e)
{
alSourceStop(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
{
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
return true;
}
bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
{
auto listenerComponents = m_World->GetComponents("Listener");
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
auto emitterChild = m_World->CreateEntity((*it).EntityID);
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
(bool&)emitter["Loop"] = true;
(std::string&)emitter["FilePath"] = e.FilePath;
m_World->AttachComponent(emitterChild, "Transform");
Source* source = createSource(e.FilePath);
source->Type = SoundType::BGM;
m_Sources[emitterChild] = source;
playSound(source);
}
return true;
}
bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
{
m_BGMVolumeChannel = e.Gain;
return true;
}
bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
{
m_SFXVolumeChannel = e.Gain;
return true;
}
void SoundSystem::setListenerOri(glm::vec3 ori)
{
// Calculate forward and up vector.
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
forward = glm::rotateX(forward, ori.x);
forward = glm::rotateY(forward, ori.y);
forward = glm::rotateZ(forward, ori.z);
glm::normalize(forward);
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
up = glm::rotateX(up, ori.x);
up = glm::rotateY(up, ori.y);
up = glm::rotateZ(up, ori.z);
glm::normalize(up);
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
alListenerfv(AL_ORIENTATION, lOri);
}
ALenum SoundSystem::getSourceState(ALuint source)
{
ALenum state;
alGetSourcei(source, AL_SOURCE_STATE, &state);
return state;
}
void SoundSystem::setGain(Source * source, float gain)
{
alSourcef(source->ALsource, AL_GAIN, gain);
}
void SoundSystem::setSoundProperties(ALuint source, ComponentWrapper* soundComponent)
{
alSourcef(source, AL_GAIN, (float)(double)(*soundComponent)["Gain"]);
alSourcef(source, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
alSourcei(source, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
alSourcef(source, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
alSourcef(source, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
alSourcef(source, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
}
void SoundSystem::initOpenAL()
{
// Initialize OpenAL
m_ALCdevice = alcOpenDevice(nullptr);
if (m_ALCdevice != nullptr) {
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
alcMakeContextCurrent(m_ALCcontext);
} else {
LOG_ERROR("OpenAL failed to initialize.");
}
}
+8 -5
View File
@@ -73,6 +73,8 @@ Game::Game(int argc, char* argv[])
fp.MergeEntities(m_World);
}
// Create the sound manager
m_SoundManager = new SoundManager(m_World, m_EventBroker);
// Create Octrees
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
@@ -83,6 +85,7 @@ Game::Game(int argc, char* argv[])
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
@@ -117,19 +120,16 @@ Game::Game(int argc, char* argv[])
networkFunction();
}
// Invoke sound system
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
m_LastTime = glfwGetTime();
}
Game::~Game()
{
delete m_SystemPipeline;
delete m_SoundSystem;
delete m_OctreeFrustrumCulling;
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_SoundManager;
delete m_World;
delete m_FrameStack;
delete m_InputProxy;
@@ -157,16 +157,19 @@ void Game::Tick()
m_InputProxy->Process();
m_EventBroker->Swap();
m_SoundManager->Update(dt);
// Update network
if (m_IsClientOrServer) {
m_ClientOrServer->Update();
}
//m_SoundManager->Update(dt);
// Iterate through systems and update world!
m_EventBroker->Process<SystemPipeline>();
m_SystemPipeline->Update(dt);
debugTick(dt);
m_Renderer->Update(dt);
m_SoundSystem->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
m_RenderFrame->Clear();
+38 -1
View File
@@ -56,6 +56,12 @@ void PlayerMovementSystem::Update(double dt)
} else {
wishSpeed = playerMovementSpeed;
}
if (player.ID == m_LocalPlayer.ID) {
if (glm::length(wishDirection) == 0) {
// If no key is pressed, reset the distance moved since last step.
m_DistanceMoved = 0;
}
}
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
ImGui::Text(isOnGround ? "On ground" : "In air");
@@ -94,6 +100,8 @@ void PlayerMovementSystem::Update(double dt)
controller->SetDoubleJumping(false);
} else {
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
}
velocity.y = 4.f;
}
@@ -136,6 +144,7 @@ void PlayerMovementSystem::Update(double dt)
controller->Reset();
}
playerStep(dt);
}
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
@@ -171,10 +180,38 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
position += velocity * (float)dt;
}
void PlayerMovementSystem::playerStep(double dt)
{
if (!m_LocalPlayer.Valid()) {
return;
}
// Position of the local player, used see how far a player has moved.
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
// Velocity of the local player, used to see if a player is airborne.
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
m_DistanceMoved += glm::length(pos - m_LastPosition);
// Set the last position for next iteration
m_LastPosition = pos;
bool isAirborne = vel.y != 0;
if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
// Player moved a step's distance
// Create footstep sound
Events::PlaySoundOnEntity e;
e.EmitterID = m_LocalPlayer.ID;
e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
m_LeftFoot = !m_LeftFoot;
m_EventBroker->Publish(e);
m_DistanceMoved = 0.f;
}
}
bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// When a player spawns, create an input controller for them
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
if (e.PlayerID == -1) {
// Keep track of the local player
m_LocalPlayer = e.Player;
}
return true;
}
+190
View File
@@ -0,0 +1,190 @@
#include "Game/Systems/SoundSystem.h"
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
: System(world, eventbroker)
, PureSystem("SoundEmitter")
//, ImpureSystem()
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
m_World = world;
m_EventBroker = eventbroker;
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundSystem::OnShoot);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
}
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, 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)
{
if (e.PlayerID == -1) { // Local player
m_World->AttachComponent(e.Player.ID, "Listener");
m_LocalPlayer = e.Player;
Events::PlaySoundOnEntity go;
go.EmitterID = m_LocalPlayer.ID;
go.FilePath = "Audio/announcer/" + m_Announcer + "/go.wav";
m_EventBroker->Publish(go);
// TEMP: starts bgm
{
Events::PlayBackgroundMusic ev;
ev.FilePath = "Audio/bgm/ambient.wav";
m_EventBroker->Publish(ev);
}
}
return true;
}
bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
{
if (e.Command == "Jump" && e.Value > 0) {
if (e.PlayerID == -1) { // local player
playerJumps();
return true;
}
}
if (e.Command == "TakeDamage" && e.Value > 0) {
Events::PlayerDamage ev;
ev.Player = m_LocalPlayer;
ev.Damage = 1.0;
m_EventBroker->Publish(ev);
}
return false;
}
void SoundSystem::playerJumps()
{
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
if (vel.y == 0) {
Events::PlaySoundOnEntity e;
e.EmitterID = m_LocalPlayer.ID;
e.FilePath = "Audio/jump/jump1.wav";
m_EventBroker->Publish(e);
}
}
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)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(ev);
return true;
}
bool SoundSystem::OnCaptured(const Events::Captured & e)
{
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
int team = (int)m_World->GetComponent(m_LocalPlayer.ID, "Team")["Team"];
Events::PlaySoundOnEntity ev;
if (team == homeTeam) {
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_achieved.wav";
} else {
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_failed.wav"; // have not been tested
}
ev.EmitterID = m_LocalPlayer.ID;
m_EventBroker->Publish(ev);
// Temp for play test.
m_DrumsIsPlaying = false;
return false;
}
// Testing purposes atm...
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
{
// Should check for only local players here...
std::uniform_int_distribution<int> dist(1, 12);
int rand = dist(generator);
std::vector<std::string> paths;
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
// // Breathe
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
// for (int i = 0; i < ammountOfbreaths; i++) {
// paths.push_back("Audio/exhausted/breath.wav");
// }
Events::PlayQueueOnEntity ev;
ev.Emitter = m_LocalPlayer;
ev.FilePaths = paths;
m_EventBroker->Publish(ev);
return false;
}
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/die/die2.wav";
m_EventBroker->Publish(ev);
return false;
}
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/pickup/pickup2.wav";
m_EventBroker->Publish(ev);
return false;
}
bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
{
// Temp for play test.
if (m_DrumsIsPlaying) {
return false;
}
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
Events::PlaySoundOnEntity ev; // should be BGM
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/bgm/drumstest.wav";
m_EventBroker->Publish(ev);
// Temp for play test.
m_DrumsIsPlaying = true;
}
return false;
}
bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/jump/jump2.wav";
m_EventBroker->Publish(ev);
return false;
}
bool SoundSystem::OnDashAbility(const Events::DashAbility &e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = m_LocalPlayer.ID;
ev.FilePath = "Audio/jump/dash1.wav";
m_EventBroker->Publish(ev);
return false;
}