Merge pull request #34 from teamfisk/Sound

Sound
This commit is contained in:
2016-01-15 16:26:55 +01:00
23 changed files with 790 additions and 9 deletions
+1
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@@ -12,6 +12,7 @@ Libraries bundled along with binaries for Windows (MSVC14), available as a submo
| **[Xerces-C++](https://xerces.apache.org/xerces-c)** | 3.1.2 | [Apache License Version 2.0](https://www.apache.org/licenses/LICENSE-2.0) |
| **[ImGui](https://github.com/ocornut/imgui)** | 2015-12-12 | [MIT License](https://github.com/ocornut/imgui/blob/de3a154f3801de22c8e0bd2aeabf663a70c05972/LICENSE) |
| **[nativefiledialog](https://github.com/mlabbe/nativefiledialog) | 2016-01-08 | https://github.com/mlabbe/nativefiledialog/blob/master/LICENSE |
| **[OpenAL](https://www.openal.org/)** | 1.1 | [OpenAL License]() |
#### External libraries
Libraries that are too big to be bundled with the project.
+17
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@@ -0,0 +1,17 @@
#ifndef Events_ContinueSound_h__
#define Events_ContinueSound_h__
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace Events
{
// Continues to play a sound from where it was paused.
struct ContinueSound : Event
{
EntityID EmitterID;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_PauseSound_h__
#define Events_PauseSound_h__
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace Events
{
// Pauses a playing sound
struct PauseSound : Event
{
EntityID EmitterID;
};
}
#endif
@@ -0,0 +1,18 @@
#ifndef Events_PlayBackgroundMusic_h__
#define Events_PlayBackgroundMusic_h__
#include <string>
#include "Core/Entity.h"
#include "Core/Event.h"
namespace Events
{
// Play a sound that will be heared the same anywhere
struct PlayBackgroundMusic : public Event
{
std::string FilePath = "";
};
}
#endif
+21
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@@ -0,0 +1,21 @@
#ifndef Events_PlaySoundOnEntity_h__
#define Events_PlaySoundOnEntity_h__
#include <string>
#include "Core/Entity.h"
#include "Core/Event.h"
namespace Events
{
// Plays a sound on an entity with a SoundEmitter component attached.
// Sound behavior is thereby specified in the SoundEmitter component.
struct PlaySoundOnEntity : public Event
{
EntityID EmitterID = 0;
std::string FilePath = "";
};
}
#endif
@@ -0,0 +1,26 @@
#ifndef Events_PlaySoundOnPosition_h__
#define Events_PlaySoundOnPosition_h__
#include <string>
#include <glm/common.hpp>
#include "Core/Event.h"
namespace Events
{
// Plays a sound on a given position. Idk if this would be useful.
struct PlaySoundOnPosition : public Event
{
glm::vec3 Position = glm::vec3(0);
std::string FilePath = "";
float Gain = 1;
float Pitch = 1;
bool Loop = false;
float MaxDistance = 20;
float RollOffFactor = 1;
float ReferenceDistance = 1;
};
}
#endif
+16
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@@ -0,0 +1,16 @@
#ifndef Events_SetBGMGain_h__
#define Events_SetBGMGain_h__
#include "Core/Event.h"
namespace Events
{
// Set the "volume" for all background sounds
struct SetBGMGain : public Event
{
float Gain;
};
}
#endif
+16
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@@ -0,0 +1,16 @@
#ifndef Events_SetSFXGain_h__
#define Events_SetSFXGain_h__
#include "Core/Event.h"
namespace Events
{
// Set the "volume" for all effect sounds
struct SetSFXGain : public Event
{
float Gain;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_StopSound_h__
#define Events_StopSound_h__
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace Events
{
// Stops a sound emitter, and will also delete it.
struct StopSound : Event
{
EntityID EmitterID;
};
}
#endif
+113
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@@ -0,0 +1,113 @@
#ifndef Sound_h__
#define Sound_h__
#include "Core/ResourceManager.h"
class Sound : public Resource
{
friend class ResourceManager;
public:
Sound(std::string path) { m_Buffer = LoadFile(path); m_Path = path; }
~Sound() { ClearBuffer(); }
ALuint Buffer() { return m_Buffer; }
std::string Path() { return m_Path; }
float Gain() { return m_Gain; }
void SetGain(float value) { m_Gain = value; }
void ClearBuffer() { alDeleteBuffers(1, &m_Buffer); m_BufferCache.clear(); };
private:
float m_Gain = 1;
ALuint m_Buffer;
std::string m_Path;
// File info
char m_Type[4];
unsigned long m_Size, m_ChunkSize;
short m_FormatType, m_Channels;
unsigned long m_SampleRate, m_AvgBytesPerSec;
short m_BytesPerSample, m_BitsPerSample;
unsigned int m_DataSize;
std::map<std::string, ALuint> m_BufferCache;
ALuint LoadFile(std::string path)
{
if (m_BufferCache.find(path) != m_BufferCache.end()) {
return m_BufferCache[path];
}
// Open file
FILE *fp = fopen(path.c_str(), "rb");
if (!fp) {
printf("Sound: Failed to open file %s, no such file exists", path.c_str());
return 0;
}
//CHECK FOR VALID WAVE-FILE
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] != 'R' || m_Type[1] != 'I' || m_Type[2] != 'F' || m_Type[3] != 'F') {
printf("ERROR: No RIFF in WAVE-file");
return 0;
}
fread(&m_Size, 4 * sizeof(char), 1, fp);
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3] != 'E') {
printf("ERROR: Not WAVE-file");
return 0;
}
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] != 'f' || m_Type[1] != 'm' || m_Type[2] != 't' || m_Type[3] != ' ') {
printf("ERROR: No fmt in WAVE-file");
return 0;
}
// READ THE DATA FROM WAVE-FILE
fread(&m_ChunkSize, 4 * sizeof(char), 1, fp);
fread(&m_FormatType, 2 * sizeof(char), 1, fp);
fread(&m_Channels, 2 * sizeof(char), 1, fp);
fread(&m_SampleRate, 4 * sizeof(char), 1, fp);
fread(&m_AvgBytesPerSec, 4 * sizeof(char), 1, fp);
fread(&m_BytesPerSample, 2 * sizeof(char), 1, fp);
fread(&m_BitsPerSample, 2 * sizeof(char), 1, fp);
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] != 'd' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
printf("ERROR: WAVE-file Missing data");
return 0;
}
fread(&m_DataSize, 4 * sizeof(char), 1, fp);
unsigned char* buf = new unsigned char[m_DataSize];
fread(buf, sizeof(char), m_DataSize, fp);
fclose(fp);
// Create buffer
ALuint format = 0;
if (m_BitsPerSample == 8) {
if (m_Channels == 1) {
format = AL_FORMAT_MONO8;
} else if (m_Channels == 2) {
format = AL_FORMAT_STEREO8;
}
}
if (m_BitsPerSample == 16) {
if (m_Channels == 1) {
format = AL_FORMAT_MONO16;
} else if (m_Channels == 2) {
format = AL_FORMAT_STEREO16;
}
}
ALuint buffer;
alGenBuffers(1, &buffer);
alBufferData(buffer, format, buf, m_DataSize, m_SampleRate);
delete[] buf;
m_BufferCache[path] = buffer;
return buffer;
}
};
#endif
+101
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@@ -0,0 +1,101 @@
#ifndef SoundSystem_h__
#define SoundSystem_h__
#include <unordered_map>
#include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
#include "OpenAL/al.h"
#include "OpenAL/alc.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/Transform.h" // Absolute transform
#include "Sound/Sound.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Sound/EPlaySoundOnPosition.h"
#include "Sound/EPlayBackgroundMusic.h"
#include "Sound/EPauseSound.h"
#include "Sound/EContinueSound.h"
#include "Sound/EStopSound.h"
#include "Sound/ESetBGMGain.h"
#include "Sound/ESetSFXGain.h"
enum class SoundType {
SFX,
BGM
};
struct Source
{
Source() { }
Sound* SoundResource = nullptr;
ALuint ALsource;
SoundType Type;
};
class SoundSystem
{
public:
SoundSystem() { }
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
~SoundSystem();
// 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); };
void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
void setListenerOri(glm::vec3 ori);
glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
// 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();
ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain);
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
// 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;
// Events
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
bool OnStopSound(const Events::StopSound &e);
EventRelay<SoundSystem, 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
};
#endif
+7 -2
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@@ -27,6 +27,8 @@
#include "Network/Server.h"
#include "Network/Client.h"
// Sound
#include "Sound/SoundSystem.h"
class Game
{
@@ -56,8 +58,11 @@ private:
Network* m_ClientOrServer;
bool m_IsClientOrServer = false;
EventRelay<Game, Events::InputCommand> m_EInputCommand;
bool debugOnInputCommand(const Events::InputCommand& e);
// Sound
SoundSystem* m_SoundSystem;
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
//bool debugOnInputCommand(const Events::InputCommand& e);
void debugInitialize();
void debugTick(double dt);
+2
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@@ -11,4 +11,6 @@
<xs:include schemaLocation="Components/PointLight.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/Health.xsd"/>
<xs:include schemaLocation="Components/Listener.xsd"/>
<xs:include schemaLocation="Components/SoundEmitter.xsd"/>
</xs:schema>
+3
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@@ -0,0 +1,3 @@
<c:Listener>
</c:Listener>
+8
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@@ -0,0 +1,8 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Listener">
</xs:element>
</xs:schema>
@@ -0,0 +1,9 @@
<c:SoundEmitter>
<FilePath></FilePath>
<Gain>1.0</Gain>
<Pitch>1.0</Pitch>
<Loop>false</Loop>
<MaxDistance>20.0</MaxDistance>
<RollOffFactor>1.0</RollOffFactor>
<ReferenceDistance>1.0</ReferenceDistance>
</c:SoundEmitter>
@@ -0,0 +1,25 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SoundEmitter">
<xs:complexType>
<xs:all>
<xs:element name="FilePath" type="t:string" minOccurs="0"/>
<xs:element name="Gain" type="t:double" minOccurs="0"/>
<xs:annotation><xs:documentation>The "volume" of the emitter. A value betweeen 0-1</xs:documentation></xs:annotation>
<xs:element name="Pitch" type="t:double" minOccurs="0"/>
<xs:annotation><xs:documentation>The pitch of the emitter. A value betweeen 0-1</xs:documentation></xs:annotation>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
<xs:annotation><xs:documentation>If the sound should loop or not.</xs:documentation></xs:annotation>
<xs:element name="MaxDistance" type="t:double" minOccurs="0"/>
<xs:annotation><xs:documentation>The distance where there will no longer be any attenuation.</xs:documentation></xs:annotation>
<xs:element name="RollOffFactor" type="t:double" minOccurs="0"/>
<xs:annotation><xs:documentation>The rolloff rate of the source.</xs:documentation></xs:annotation>
<xs:element name="ReferenceDistance" type="t:double" minOccurs="0"/>
<xs:annotation><xs:documentation>The distance that the source will be the loudest.</xs:documentation></xs:annotation>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,35 @@
<?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:SoundEmitter>
<FilePath></FilePath>
</c:SoundEmitter>
<c:Model>
<Resource>Models/Core/UnitCube.obj</Resource>
<Color A="1" B="1" G="0.58431375" R="0.43921569"/>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Listener/>
<c:Transform>
<Position X="-1.81944144" Y="1.960464" Z="8.79182625"/>
<Orientation X="-0.261799812" Y="-0.261786997" Z="-8.48482742e-08"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+2
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@@ -17,6 +17,8 @@
<xs:element ref="c:Player" minOccurs="0"/>
<xs:element ref="c:Health" minOccurs="0"/>
<xs:element ref="c:PointLight" minOccurs="0"/>
<xs:element ref="c:Listener" minOccurs="0"/>
<xs:element ref="c:SoundEmitter" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+9 -2
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@@ -9,8 +9,8 @@ find_package(ZLIB REQUIRED)
find_package(PNG REQUIRED)
find_package(Xerces REQUIRED)
# Because FindOpenAL is retarded
#set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/AL")
#find_package(OpenAL REQUIRED)
set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/OpenAL")
find_package(OpenAL REQUIRED)
if(UNIX)
find_package(X11 REQUIRED)
endif()
@@ -52,6 +52,12 @@ file(GLOB SOURCE_FILES_Network
)
source_group(Network FILES ${SOURCE_FILES_Network})
file(GLOB SOURCE_FILES_Sound
"${INCLUDE_PATH}/Sound/*.h"
"Sound/*.cpp"
)
source_group(Sound FILES ${SOURCE_FILES_Sound})
file(GLOB SOURCE_FILES_Rendering
"${INCLUDE_PATH}/Rendering/*.h"
"Rendering/*.cpp"
@@ -86,6 +92,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Core_Util}
${SOURCE_FILES_Input}
${SOURCE_FILES_Network}
${SOURCE_FILES_Sound}
${SOURCE_FILES_GUI}
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Rendering_Util}
+11
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@@ -39,11 +39,17 @@ void RenderSystem::switchCamera(EntityID entity)
if (m_World->HasComponent(m_CurrentCamera, "Model")) {
m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
}
if (m_World->HasComponent(m_CurrentCamera, "Listener")) {
m_World->DeleteComponent(m_CurrentCamera, "Listener");
}
}
if (m_World->HasComponent(entity, "Model")) {
m_World->GetComponent(entity, "Model")["Visible"] = false;
}
if (!m_World->HasComponent(entity, "Listener")) {
m_World->AttachComponent(entity, "Listener");
}
m_CurrentCamera = entity;
m_SwitchCamera = false;
@@ -162,6 +168,9 @@ void RenderSystem::updateCamera(World* world, double dt)
{
if (m_SwitchCamera) {
auto cameras = world->GetComponents("Camera");
if (cameras == nullptr) {
return;
}
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((*it).EntityID == m_CurrentCamera) {
it++;
@@ -173,12 +182,14 @@ void RenderSystem::updateCamera(World* world, double dt)
break;
}
}
if (m_World->HasComponent(m_CurrentCamera, "Camera")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
}
}
if (m_World->ValidEntity(m_CurrentCamera)) {
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
+304
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@@ -0,0 +1,304 @@
#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;
(bool)(it->second->Type) ? gain = m_SFXVolumeChannel : 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.obj";
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 -1
View File
@@ -7,6 +7,7 @@
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Sound>("Sound");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<RawModel>("RawModel");
ResourceManager::RegisterType<Texture>("Texture");
@@ -83,12 +84,17 @@ Game::Game(int argc, char* argv[])
//boost::thread workerThread(&Game::networkFunction, this);
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_World;
delete m_FrameStack;
delete m_InputProxy;
@@ -122,9 +128,10 @@ void Game::Tick()
}
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
debugTick(dt);
m_Renderer->Update(dt);
m_EventBroker->Process<Client>();
m_SoundSystem->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
GLERROR("Game::Tick m_Renderer->Draw");