Now uses OnComponentAttached event. Can now queue sound on a source.

This commit is contained in:
stiffly
2016-02-03 15:48:25 +01:00
parent a64d227cab
commit 938caa6ba2
3 changed files with 81 additions and 39 deletions
+1 -1
Submodule assets updated: cde9a43029...29f8e12346
+14 -3
View File
@@ -31,7 +31,13 @@
#include "Core/EPlayerDeath.h" #include "Core/EPlayerDeath.h"
#include "Core/EPlayerHealthPickup.h" #include "Core/EPlayerHealthPickup.h"
#include "Core/EComponentAttached.h" #include "Core/EComponentAttached.h"
#include "Core/EComponentDeleted.h"
#include "Core/EEntityDeleted.h"
#include "Collision/ETrigger.h" #include "Collision/ETrigger.h"
#include "Core/EPause.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType { enum class SoundType {
SFX, SFX,
@@ -67,7 +73,6 @@ private:
// Logic // Logic
void initOpenAL(); void initOpenAL();
void addNewEmitters(double dt);
void updateEmitters(double dt); void updateEmitters(double dt);
void deleteInactiveEmitters(); void deleteInactiveEmitters();
void stopEmitters(); void stopEmitters();
@@ -79,6 +84,8 @@ private:
// Specific logic // Specific logic
void playSound(Source* source); void playSound(Source* source);
// Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb);
void stopSound(Source* source); void stopSound(Source* source);
void playerDamaged(); void playerDamaged();
void playerShot(); void playerShot();
@@ -94,8 +101,6 @@ private:
EventBroker* m_EventBroker = nullptr; EventBroker* m_EventBroker = nullptr;
std::unordered_map<EntityID, Source*> m_Sources; std::unordered_map<EntityID, Source*> m_Sources;
float m_BGMVolumeChannel = 1.0f; float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.0f; float m_SFXVolumeChannel = 1.0f;
bool m_EditorEnabled = false; bool m_EditorEnabled = false;
@@ -139,8 +144,14 @@ private:
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e); bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
EventRelay<SoundSystem, Events::ComponentAttached> m_EComponentAttached; EventRelay<SoundSystem, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e); bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundSystem, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted &e);
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch; EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(const Events::TriggerTouch &e); bool OnTriggerTouch(const Events::TriggerTouch &e);
EventRelay<SoundSystem, Events::Pause> m_EPause;
bool OnPause(const Events::Pause &e);
EventRelay<SoundSystem, Events::Resume> m_EResume;
bool OnResume(const Events::Resume &e);
+66 -35
View File
@@ -26,6 +26,9 @@ SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SoundSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SoundSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured); EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch); EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundSystem::OnResume);
EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundSystem::OnComponentAttached);
} }
SoundSystem::~SoundSystem() SoundSystem::~SoundSystem()
@@ -57,7 +60,6 @@ void SoundSystem::Update(double dt)
{ {
m_EventBroker->Process<SoundSystem>(); m_EventBroker->Process<SoundSystem>();
playerStep(dt); playerStep(dt);
addNewEmitters(dt); // can be optimized with "EEntityCreated"
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted" deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
updateEmitters(dt); updateEmitters(dt);
updateListener(dt); updateListener(dt);
@@ -87,7 +89,7 @@ void SoundSystem::deleteInactiveEmitters()
} }
} else { } else {
// Entity / Component has been removed // Entity / Component has been removed
stopSound((*it).second); stopSound(it->second);
alDeleteBuffers(1, &it->second->ALsource); alDeleteBuffers(1, &it->second->ALsource);
alDeleteSources(1, &it->second->ALsource); alDeleteSources(1, &it->second->ALsource);
delete it->second; delete it->second;
@@ -96,28 +98,14 @@ void SoundSystem::deleteInactiveEmitters()
} }
} }
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) void SoundSystem::updateEmitters(double dt)
{ {
std::unordered_map<EntityID, Source*>::iterator it; std::unordered_map<EntityID, Source*>::iterator it;
for (it = m_Sources.begin(); it != m_Sources.end(); it++) { for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
// Get previous pos // Get previous pos
if (!m_World->ValidEntity(it->first)) {
return;
}
glm::vec3 previousPos; glm::vec3 previousPos;
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
// Get next pos // Get next pos
@@ -180,6 +168,15 @@ void SoundSystem::playSound(Source* source)
alSourcePlay(source->ALsource); alSourcePlay(source->ALsource);
} }
void SoundSystem::playQueue(QueuedBuffers qb)
{
for (int i = 0; i < qb.second.size(); i++) {
alSourceQueueBuffers(qb.first, 1, &qb.second[i]);
}
alSourcePlay(qb.first);
}
void SoundSystem::stopSound(Source* source) void SoundSystem::stopSound(Source* source)
{ {
alSourceStop(source->ALsource); alSourceStop(source->ALsource);
@@ -210,9 +207,13 @@ void SoundSystem::playerJumps()
void SoundSystem::playerStep(double dt) void SoundSystem::playerStep(double dt)
{ {
if (!m_World->ValidEntity(m_LocalPlayer)) {
return;
}
if (m_LocalPlayer == EntityID_Invalid) { if (m_LocalPlayer == EntityID_Invalid) {
return; return;
} }
m_TimeSinceLastFootstep += dt; m_TimeSinceLastFootstep += dt;
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer, "Physics")["Velocity"]; glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer, "Physics")["Velocity"];
float playerSpeed = glm::length(vel); float playerSpeed = glm::length(vel);
@@ -260,8 +261,6 @@ bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
(float&)(double)emitter["MaxDistance"] = e.MaxDistance; (float&)(double)emitter["MaxDistance"] = e.MaxDistance;
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor; (float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance; (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; source->Type = SoundType::SFX;
m_Sources[emitterID] = source; m_Sources[emitterID] = source;
playSound(source); playSound(source);
@@ -352,24 +351,20 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned & e)
bool SoundSystem::OnInputCommand(const Events::InputCommand & e) bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
{ {
if (e.Player.ID == EntityID_Invalid) {
//return false;
}
if (e.Command == "Jump" && e.Value > 0) { if (e.Command == "Jump" && e.Value > 0) {
if (e.PlayerID == -1) { // local player if (e.PlayerID == -1) { // local player
//bool airBorne = ((glm::vec3)m_World->GetComponent(e.Player.ID, "Physics")["Velocity"]).y != 0;
//if (!airBorne) {
playerJumps(); playerJumps();
//}
return true; return true;
} }
} }
// TEMP: testing purpose (obviously)
if (e.Command == "TakeDamage" && e.Value > 0) { if (e.Command == "TakeDamage" && e.Value > 0) {
if (e.PlayerID == -1) { //Local Player if (e.PlayerID == -1) { //Local Player
Events::PlayerDamage ePlayerDamage; Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Damage = 1; ePlayerDamage.Damage = 1;
ePlayerDamage.Player = EntityWrapper(m_World, e.Player.ID); ePlayerDamage.Player = EntityWrapper(m_World, e.Player.ID);
m_EventBroker->Publish(ePlayerDamage); m_EventBroker->Publish(ePlayerDamage);
return true;
} }
} }
return false; return false;
@@ -383,7 +378,7 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
if (team == homeTeam) { if (team == homeTeam) {
ev.FilePath = "Audio/announcer/objective_achieved.wav"; ev.FilePath = "Audio/announcer/objective_achieved.wav";
} else { } else {
ev.FilePath = "Audio/announcer/objective_failed.wav"; ev.FilePath = "Audio/announcer/objective_failed.wav"; // have not been tested
} }
EntityID child = m_World->CreateEntity(m_LocalPlayer); EntityID child = m_World->CreateEntity(m_LocalPlayer);
m_World->AttachComponent(child, "Transform"); m_World->AttachComponent(child, "Transform");
@@ -395,17 +390,27 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e) bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
{ {
//if (e.Player.ID == m_LocalPlayer) { // Should check for only local players here...
Events::PlaySoundOnEntity ev;
EntityID child = m_World->CreateEntity(m_LocalPlayer); EntityID child = m_World->CreateEntity(m_LocalPlayer);
m_World->AttachComponent(child, "Transform"); m_World->AttachComponent(child, "Transform");
m_World->AttachComponent(child, "SoundEmitter"); m_World->AttachComponent(child, "SoundEmitter");
ev.EmitterID = child;
std::uniform_int_distribution<int> dist(1, 12); std::uniform_int_distribution<int> dist(1, 12);
int rand = dist(generator); int rand = dist(generator);
ev.FilePath = "Audio/hurt/hurt" + std::to_string(rand) + ".wav"; Source* source = createSource("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
m_EventBroker->Publish(ev); source->Type = SoundType::SFX;
//} m_Sources[child] = source;
//playSound(source);
// breathe
std::vector<ALuint> buffers;
buffers.push_back(source->SoundResource->Buffer());
int ammountOfbreaths = (e.Damage / 10) + 2; // TEMP: Idk something stupid like this shit
for (int i = 0; i < ammountOfbreaths; i++) {
buffers.push_back(ResourceManager::Load<Sound>("Audio/exhausted/breath.wav")->Buffer());
}
playQueue(QueuedBuffers(std::make_pair(source->ALsource, buffers)));
return false; return false;
} }
@@ -417,7 +422,7 @@ bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
m_World->AttachComponent(child, "Transform"); m_World->AttachComponent(child, "Transform");
m_World->AttachComponent(child, "SoundEmitter"); m_World->AttachComponent(child, "SoundEmitter");
ev.EmitterID = child; ev.EmitterID = child;
ev.FilePath = "Audio/die/die2.wav"; // random between a bunch ev.FilePath = "Audio/die/die2.wav"; // should random between a bunch
m_EventBroker->Publish(ev); m_EventBroker->Publish(ev);
} }
return false; return false;
@@ -440,6 +445,16 @@ bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
bool SoundSystem::OnComponentAttached(const Events::ComponentAttached & e) bool SoundSystem::OnComponentAttached(const Events::ComponentAttached & e)
{ {
if (e.Component.Info.Name == "SoundEmitter") { 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 SoundSystem::OnComponentDeleted(const Events::ComponentDeleted & e)
{
if (e.ComponentType == "SoundEmitter") {
} }
return false; return false;
@@ -455,6 +470,22 @@ bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
return false; return false;
} }
bool SoundSystem::OnPause(const Events::Pause & e)
{
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
alSourcePause(it->second->ALsource);
}
return false;
}
bool SoundSystem::OnResume(const Events::Resume &e)
{
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
alSourcePlay(it->second->ALsource);
}
return false;
}
void SoundSystem::setListenerOri(glm::vec3 ori) void SoundSystem::setListenerOri(glm::vec3 ori)
{ {
// Calculate forward and up vector. // Calculate forward and up vector.