Correct orientation. Need to clean this up.
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@@ -4,6 +4,7 @@
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#include <unordered_map>
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#include <unordered_map>
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#include "glm/common.hpp"
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#include "glm/common.hpp"
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#include "glm/gtx/rotate_vector.hpp"
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#include "OpenAL/al.h"
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#include "OpenAL/al.h"
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#include "OpenAL/alc.h"
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#include "OpenAL/alc.h"
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@@ -31,7 +32,21 @@ private:
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glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
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glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
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void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
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void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
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glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
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glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
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void setListenerOri(glm::vec3 ori) { alListener3f(AL_ORIENTATION, ori.x, ori.y, ori.z); };
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void setListenerOri(glm::vec3 ori)
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{
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glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
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forward = glm::rotateX(forward, ori.x);
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forward = glm::rotateY(forward, ori.y);
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forward = glm::rotateZ(forward, ori.z);
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glm::normalize(forward);
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glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
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up = glm::rotateX(up, ori.x);
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up = glm::rotateY(up, ori.y);
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up = glm::rotateZ(up, ori.z);
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glm::normalize(up);
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ALfloat lori[6] = { forward.x, forward.y, forward.z , up.x, up.y, up.z };
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alListenerfv(AL_ORIENTATION, lori);
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};
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glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
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glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
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void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
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void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
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void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
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void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
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@@ -35,6 +35,7 @@ void SoundSystem::Update()
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EntityID listener = (*it).EntityID;
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EntityID listener = (*it).EntityID;
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auto transform = m_World->GetComponent(listener, "Transform");
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auto transform = m_World->GetComponent(listener, "Transform");
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setListenerPos(transform["Position"]);
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setListenerPos(transform["Position"]);
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setListenerOri(transform["Orientation"]);
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}
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}
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}
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}
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