Added a system that will handle BGM. Created specific logic for sounds to loop like Petter wants.
This commit is contained in:
@@ -56,13 +56,10 @@ void SoundManager::stopEmitters()
|
||||
void SoundManager::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<SoundManager>();
|
||||
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
|
||||
deleteInactiveEmitters();
|
||||
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);
|
||||
mainMenuLoop();
|
||||
}
|
||||
|
||||
void SoundManager::deleteInactiveEmitters()
|
||||
@@ -166,9 +163,20 @@ Source* SoundManager::createSource(std::string filePath)
|
||||
Source* source = new Source();
|
||||
source->ALsource = alSource;
|
||||
source->SoundResource = ResourceManager::Load<Sound>(filePath);
|
||||
source->Duration = getDurationSeconds(source);
|
||||
return source;
|
||||
}
|
||||
|
||||
|
||||
void SoundManager::mainMenuLoop()
|
||||
{
|
||||
float time = getTimeOffsetSeconds(m_CurrentBGM);
|
||||
if (m_CurrentBGM->Duration - time <= 5) { // 5 is hard coded value that Petter recommended
|
||||
m_CurrentBGM = createSource("Audio/crosscounter.wav");
|
||||
playSound(m_CurrentBGM);
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::playSound(Source* source)
|
||||
{
|
||||
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
|
||||
@@ -338,12 +346,32 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom
|
||||
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
|
||||
alSourcei(source->ALsource, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]);
|
||||
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"]);
|
||||
}
|
||||
|
||||
float SoundManager::getDurationSeconds(Source* source)
|
||||
{
|
||||
ALuint buffer = source->SoundResource->Buffer();
|
||||
ALint sizeBytes, channels, bits, frequenzy;
|
||||
alGetBufferi(buffer, AL_SIZE, &sizeBytes);
|
||||
alGetBufferi(buffer, AL_CHANNELS, &channels);
|
||||
alGetBufferi(buffer, AL_BITS, &bits);
|
||||
alGetBufferi(buffer, AL_FREQUENCY, &frequenzy);
|
||||
float sampleLength = (float)sizeBytes * 8 / (channels * bits);
|
||||
return (sampleLength / frequenzy);
|
||||
}
|
||||
|
||||
|
||||
float SoundManager::getTimeOffsetSeconds(Source* source)
|
||||
{
|
||||
float time;
|
||||
alGetSourcef(source->ALsource, AL_SEC_OFFSET, &time);
|
||||
return time;
|
||||
}
|
||||
|
||||
void SoundManager::initOpenAL()
|
||||
{
|
||||
// Initialize OpenAL
|
||||
|
||||
Reference in New Issue
Block a user