Started refactoring. Put player walk logic in a designated sound system.
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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#include "../Game/Events/EDashAbility.h"
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#include "InputHandler.h"
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template <typename EventContext>
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@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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Events::DashAbility e;
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m_EventBroker->Publish(e);
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}
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#endif
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@@ -1,5 +1,5 @@
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#ifndef SoundSystem_h__
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#define SoundSystem_h__
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#ifndef SoundManager_h__
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#define SoundManager_h__
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#include <unordered_map>
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#include <random>
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@@ -34,6 +34,7 @@
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#include "Collision/ETrigger.h"
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#include "Core/EPause.h"
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#include "Game/Events/EDoubleJump.h"
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#include "Game/Events/EDashAbility.h"
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typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
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@@ -51,14 +52,30 @@ struct Source
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SoundType Type;
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};
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class SoundSystem
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class SoundManager
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{
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public:
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SoundSystem() { }
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SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
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~SoundSystem();
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SoundManager() { }
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SoundManager(World* world, EventBroker* eventBroker, bool editorMode);
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~SoundManager();
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// Update emitters / listener
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void Update(double dt);
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protected:
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// Specific logic
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void playSound(Source* source);
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// Need to be the same format (sample rate etc)
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void playQueue(QueuedBuffers qb);
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void stopSound(Source* source);
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void playerJumps();
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void playerStep(double dt);
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EntityID createChildEmitter();
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// Logic
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World* m_World = nullptr;
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EventBroker* m_EventBroker = nullptr;
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std::unordered_map<EntityID, Source*> m_Sources;
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private:
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// Help functions for working with OpenaAL
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void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
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@@ -81,75 +98,63 @@ private:
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void setGain(Source* source, float gain);
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void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
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// Specific logic
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void playSound(Source* source);
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// Need to be the same format (sample rate etc)
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void playQueue(QueuedBuffers qb);
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void stopSound(Source* source);
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void playerDamaged();
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void playerShot();
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void playerJumps();
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void playerStep(double dt);
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// OpenAL system variables
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ALCdevice* m_ALCdevice = nullptr;
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ALCcontext* m_ALCcontext = nullptr;
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// Logic
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World* m_World = nullptr;
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EventBroker* m_EventBroker = nullptr;
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std::unordered_map<EntityID, Source*> m_Sources;
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float m_BGMVolumeChannel = 1.0f;
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float m_SFXVolumeChannel = 1.0f;
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bool m_EditorEnabled = false;
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const double m_PlayerFootstepInterval = 1.0;
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double m_TimeSinceLastFootstep = 0;
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EntityID m_LocalPlayer = EntityID_Invalid;
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bool m_LeftFoot = false;
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std::default_random_engine generator;
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// Events
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EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
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EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
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bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
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EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
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EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
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bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
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EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
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EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
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bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
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EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
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EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
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bool OnPauseSound(const Events::PauseSound &e);
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EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
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EventRelay<SoundManager, Events::StopSound> m_EStopSound;
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bool OnStopSound(const Events::StopSound &e);
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EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
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EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
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bool OnContinueSound(const Events::ContinueSound &e);
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EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
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EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
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bool OnSetBGMGain(const Events::SetBGMGain &e);
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EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
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EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
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bool OnSetSFXGain(const Events::SetSFXGain &e);
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EventRelay<SoundSystem, Events::Shoot> m_EShoot;
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EventRelay<SoundManager, Events::Shoot> m_EShoot;
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bool OnShoot(const Events::Shoot &e);
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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EventRelay<SoundSystem, Events::InputCommand> m_EInputCommand;
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EventRelay<SoundManager, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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EventRelay<SoundSystem, Events::Captured> m_ECaptured;
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EventRelay<SoundManager, Events::Captured> m_ECaptured;
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bool OnCaptured(const Events::Captured &e);
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EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
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EventRelay<SoundManager, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage &e);
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EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
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EventRelay<SoundManager, Events::PlayerDeath> m_EPlayerDeath;
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bool OnPlayerDeath(const Events::PlayerDeath &e);
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EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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EventRelay<SoundManager, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
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EventRelay<SoundSystem, Events::ComponentAttached> m_EComponentAttached;
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EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
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bool OnComponentAttached(const Events::ComponentAttached &e);
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EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
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EventRelay<SoundManager, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(const Events::TriggerTouch &e);
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EventRelay<SoundSystem, Events::Pause> m_EPause;
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EventRelay<SoundManager, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause &e);
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EventRelay<SoundSystem, Events::Resume> m_EResume;
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EventRelay<SoundManager, Events::Resume> m_EResume;
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bool OnResume(const Events::Resume &e);
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EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
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EventRelay<SoundManager, Events::DoubleJump> m_EDoubleJump;
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bool OnDoubleJump(const Events::DoubleJump &e);
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EventRelay<SoundManager, Events::DashAbility> m_EDashAbility;
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bool OnDashAbility(const Events::DashAbility &e);
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+3
-2
@@ -30,7 +30,8 @@
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#include "Network/Client.h"
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// Sound
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#include "Sound/SoundSystem.h"
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//#include "Sound/SoundManager.h"
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#include "Systems/SoundSystem.h"
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class Game
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{
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@@ -64,7 +65,7 @@ private:
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bool m_IsClientOrServer = false;
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// Sound
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SoundSystem* m_SoundSystem;
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SoundManager* m_SoundManager;
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//EventRelay<Game, Events::InputCommand> m_EInputCommand;
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//bool debugOnInputCommand(const Events::InputCommand& e);
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@@ -0,0 +1,31 @@
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#ifndef Systems_SoundSystem_h__
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#define Systems_SoundSystem_h__
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#include "../Engine/Core/System.h"
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#include "../Engine/Sound/SoundManager.h"
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#include "../Engine/Core/EPlayerSpawned.h"
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class SoundSystem : public PureSystem, ImpureSystem, SoundManager
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{
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public:
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SoundSystem(World* world, EventBroker* eventbroker);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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void playerStep(double dt);
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EntityWrapper m_LocalPlayer = EntityWrapper();
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World* m_World = nullptr;
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EventBroker* m_EventBroker = nullptr;
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// TODO: WIP Update this
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double m_TimeSinceLastFootstep = 0.0;
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const double m_PlayerFootstepInterval = 1.0;
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bool m_LeftFoot = false;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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};
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#endif
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@@ -1,6 +1,6 @@
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#include "Sound/SoundSystem.h"
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#include "Sound/SoundManager.h"
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SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode)
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SoundManager::SoundManager(World* world, EventBroker* eventBroker, bool editorMode)
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{
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m_EventBroker = eventBroker;
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m_World = world;
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@@ -12,27 +12,28 @@ SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode
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alDistanceModel(AL_LINEAR_DISTANCE);
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alDopplerFactor(1);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundSystem::OnPlaySoundOnEntity);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundSystem::OnPlaySoundOnPosition);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundSystem::OnPlayBackgroundMusic);
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EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
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EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundSystem::OnPauseSound);
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EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundSystem::OnContinueSound);
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EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundSystem::OnSetBGMGain);
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EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundSystem::OnSetSFXGain);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundSystem::OnShoot);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SoundSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundSystem::OnResume);
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EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundSystem::OnComponentAttached);
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EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundManager::OnPlaySoundOnEntity);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundManager::OnPlaySoundOnPosition);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundManager::OnPlayBackgroundMusic);
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EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundManager::OnStopSound);
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EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundManager::OnPauseSound);
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EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundManager::OnContinueSound);
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EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundManager::OnSetBGMGain);
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EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundManager::OnSetSFXGain);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundManager::OnShoot);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundManager::OnPlayerDamage);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SoundManager::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundManager::OnCaptured);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundManager::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundManager::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundManager::OnResume);
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EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundManager::OnComponentAttached);
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EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundManager::OnDoubleJump);
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EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundManager::OnDashAbility);
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}
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SoundSystem::~SoundSystem()
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SoundManager::~SoundManager()
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{
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stopEmitters(); // Stopps emitters
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deleteInactiveEmitters(); // Deletes stopped emitters
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@@ -47,7 +48,7 @@ SoundSystem::~SoundSystem()
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alcCloseDevice(m_ALCdevice);
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}
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void SoundSystem::stopEmitters()
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void SoundManager::stopEmitters()
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{
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std::unordered_map<EntityID, Source*>::iterator it;
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for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
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@@ -57,10 +58,9 @@ void SoundSystem::stopEmitters()
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}
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}
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void SoundSystem::Update(double dt)
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void SoundManager::Update(double dt)
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{
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m_EventBroker->Process<SoundSystem>();
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playerStep(dt);
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m_EventBroker->Process<SoundManager>();
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deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
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updateEmitters(dt);
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updateListener(dt);
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@@ -70,7 +70,7 @@ void SoundSystem::Update(double dt)
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ImGui::SliderFloat("SFX", &m_SFXVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
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}
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void SoundSystem::deleteInactiveEmitters()
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void SoundManager::deleteInactiveEmitters()
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{
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std::unordered_map<EntityID, Source*>::iterator it;
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for (it = m_Sources.begin(); it != m_Sources.end();) {
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@@ -99,7 +99,7 @@ void SoundSystem::deleteInactiveEmitters()
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}
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}
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void SoundSystem::updateEmitters(double dt)
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void SoundManager::updateEmitters(double dt)
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{
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std::unordered_map<EntityID, Source*>::iterator it;
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for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
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@@ -132,7 +132,7 @@ void SoundSystem::updateEmitters(double dt)
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}
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}
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void SoundSystem::updateListener(double dt)
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void SoundManager::updateListener(double dt)
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{
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// Should only be one listener.
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auto listenerComponents = m_World->GetComponents("Listener");
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@@ -151,7 +151,7 @@ void SoundSystem::updateListener(double dt)
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}
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}
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Source* SoundSystem::createSource(std::string filePath)
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Source* SoundManager::createSource(std::string filePath)
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{
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ALuint alSource;
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alGenSources((ALuint)1, &alSource);
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@@ -163,13 +163,13 @@ Source* SoundSystem::createSource(std::string filePath)
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return source;
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}
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void SoundSystem::playSound(Source* source)
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void SoundManager::playSound(Source* source)
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{
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alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
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alSourcePlay(source->ALsource);
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}
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void SoundSystem::playQueue(QueuedBuffers qb)
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void SoundManager::playQueue(QueuedBuffers qb)
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{
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for (int i = 0; i < qb.second.size(); i++) {
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alSourceQueueBuffers(qb.first, 1, &qb.second[i]);
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@@ -177,69 +177,37 @@ void SoundSystem::playQueue(QueuedBuffers qb)
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alSourcePlay(qb.first);
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}
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void SoundSystem::stopSound(Source* source)
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void SoundManager::stopSound(Source* source)
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{
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alSourceStop(source->ALsource);
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}
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void SoundSystem::playerDamaged()
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{
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}
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void SoundSystem::playerShot()
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{ }
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void SoundSystem::playerJumps()
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void SoundManager::playerJumps()
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{
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer, "Physics")["Velocity"];
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if (vel.y == 0) {
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Source* source = createSource("Audio/jump/jump1.wav");
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auto emitterID = m_World->CreateEntity(m_LocalPlayer);
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m_World->AttachComponent(emitterID, "Transform");
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m_World->AttachComponent(emitterID, "SoundEmitter");
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source->Type = SoundType::SFX;
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m_Sources[emitterID] = source;
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m_Sources[createChildEmitter()] = source;
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playSound(source);
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}
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}
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void SoundSystem::playerStep(double dt)
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void SoundManager::playerStep(double dt)
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{
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if (!m_World->ValidEntity(m_LocalPlayer)) {
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return;
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}
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if (m_LocalPlayer == EntityID_Invalid) {
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return;
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}
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m_TimeSinceLastFootstep += dt;
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer, "Physics")["Velocity"];
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float playerSpeed = glm::length(vel);
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bool isAirborne = vel.y != 0;
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if (playerSpeed > 1 && !isAirborne) {
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// Player is walking
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if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
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// Create footstep sound
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EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = child;
|
||||
if (m_LeftFoot) {
|
||||
e.FilePath = "Audio/footstep/footstep2.wav";
|
||||
} else {
|
||||
e.FilePath = "Audio/footstep/footstep3.wav";
|
||||
}
|
||||
m_LeftFoot = !m_LeftFoot;
|
||||
m_EventBroker->Publish(e);
|
||||
m_TimeSinceLastFootstep = 0;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
EntityID SoundManager::createChildEmitter()
|
||||
{
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
return child;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::SFX;
|
||||
@@ -248,7 +216,7 @@ bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
bool SoundManager::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
auto emitterID = m_World->CreateEntity();
|
||||
@@ -267,25 +235,25 @@ bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
|
||||
bool SoundManager::OnPauseSound(const Events::PauseSound & e)
|
||||
{
|
||||
alSourcePause(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnStopSound(const Events::StopSound & e)
|
||||
bool SoundManager::OnStopSound(const Events::StopSound & e)
|
||||
{
|
||||
alSourceStop(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
|
||||
bool SoundManager::OnContinueSound(const Events::ContinueSound & e)
|
||||
{
|
||||
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
bool SoundManager::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
{
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
@@ -303,53 +271,40 @@ bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||
bool SoundManager::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||
{
|
||||
m_BGMVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||
bool SoundManager::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||
{
|
||||
m_SFXVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnShoot(const Events::Shoot & e)
|
||||
bool SoundManager::OnShoot(const Events::Shoot & e)
|
||||
{
|
||||
Source* source = createSource("Audio/laser/laser1.wav");
|
||||
auto emitterID = m_World->CreateEntity(e.Player.ID);
|
||||
m_World->AttachComponent(emitterID, "Transform");
|
||||
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||
//auto emitterID = m_World->CreateEntity(e.Player.ID);
|
||||
//m_World->AttachComponent(emitterID, "Transform");
|
||||
//auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[emitterID] = source;
|
||||
m_Sources[createChildEmitter()] = source;
|
||||
playSound(source);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned & e)
|
||||
bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned & e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_World->AttachComponent(e.Player.ID, "Listener");
|
||||
m_LocalPlayer = e.Player.ID;
|
||||
EntityID child = m_World->CreateEntity(e.Player.ID);
|
||||
m_World->AttachComponent(child, "SoundEmitter"); // Temp
|
||||
m_World->AttachComponent(child, "Transform"); // Temp
|
||||
Events::PlaySoundOnEntity event;
|
||||
event.EmitterID = child;
|
||||
event.FilePath = "Audio/announcer/go.wav";
|
||||
m_EventBroker->Publish(event);
|
||||
// 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)
|
||||
bool SoundManager::OnInputCommand(const Events::InputCommand & e)
|
||||
{
|
||||
if (e.Command == "Jump" && e.Value > 0) {
|
||||
if (e.PlayerID == -1) { // local player
|
||||
@@ -370,7 +325,7 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
bool SoundManager::OnCaptured(const Events::Captured & e)
|
||||
{
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(m_LocalPlayer, "Team")["Team"];
|
||||
@@ -380,26 +335,20 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
} else {
|
||||
ev.FilePath = "Audio/announcer/objective_failed.wav"; // have not been tested
|
||||
}
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
ev.EmitterID = child;
|
||||
ev.EmitterID = createChildEmitter();
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
bool SoundManager::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
// Should check for only local players here...
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
|
||||
std::uniform_int_distribution<int> dist(1, 12);
|
||||
int rand = dist(generator);
|
||||
Source* source = createSource("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[child] = source;
|
||||
m_Sources[createChildEmitter()] = source;
|
||||
|
||||
// Breathe
|
||||
std::vector<ALuint> buffers;
|
||||
@@ -413,35 +362,29 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
bool SoundManager::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
if (e.PlayerID == m_LocalPlayer) {
|
||||
Events::PlaySoundOnEntity ev;
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
ev.EmitterID = child;
|
||||
ev.EmitterID = createChildEmitter();
|
||||
ev.FilePath = "Audio/die/die2.wav"; // should random between a bunch
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
|
||||
bool SoundManager::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
|
||||
{
|
||||
if (e.PlayerHealedID == m_LocalPlayer) {
|
||||
Events::PlaySoundOnEntity ev;
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
ev.EmitterID = child;
|
||||
ev.EmitterID = createChildEmitter();
|
||||
ev.FilePath = "Audio/pickup/pickup2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnComponentAttached(const Events::ComponentAttached & e)
|
||||
bool SoundManager::OnComponentAttached(const Events::ComponentAttached & e)
|
||||
{
|
||||
if (e.Component.Info.Name == "SoundEmitter") {
|
||||
auto component = m_World->GetComponent(e.Entity.ID, "SoundEmitter");
|
||||
@@ -451,7 +394,7 @@ bool SoundSystem::OnComponentAttached(const Events::ComponentAttached & e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
bool SoundManager::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
{
|
||||
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
|
||||
Events::PlayBackgroundMusic ev;
|
||||
@@ -461,7 +404,7 @@ bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPause(const Events::Pause & e)
|
||||
bool SoundManager::OnPause(const Events::Pause & e)
|
||||
{
|
||||
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
alSourcePause(it->second->ALsource);
|
||||
@@ -469,7 +412,7 @@ bool SoundSystem::OnPause(const Events::Pause & e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnResume(const Events::Resume &e)
|
||||
bool SoundManager::OnResume(const Events::Resume &e)
|
||||
{
|
||||
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
alSourcePlay(it->second->ALsource);
|
||||
@@ -477,19 +420,60 @@ bool SoundSystem::OnResume(const Events::Resume &e)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
|
||||
bool SoundManager::OnDoubleJump(const Events::DoubleJump & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
ev.EmitterID = child;
|
||||
ev.EmitterID = createChildEmitter();
|
||||
ev.FilePath = "Audio/jump/jump2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
void SoundSystem::setListenerOri(glm::vec3 ori)
|
||||
bool SoundManager::OnDashAbility(const Events::DashAbility &e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = createChildEmitter();
|
||||
ev.FilePath = "Audio/jump/dash1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
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);
|
||||
@@ -504,39 +488,4 @@ void SoundSystem::setListenerOri(glm::vec3 ori)
|
||||
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(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 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.");
|
||||
}
|
||||
}
|
||||
+5
-3
@@ -81,6 +81,7 @@ 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);
|
||||
@@ -91,6 +92,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
@@ -114,7 +116,7 @@ Game::Game(int argc, char* argv[])
|
||||
}
|
||||
|
||||
// Invoke sound system
|
||||
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
//m_SoundManager = new SoundManager(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
@@ -122,7 +124,7 @@ Game::Game(int argc, char* argv[])
|
||||
Game::~Game()
|
||||
{
|
||||
delete m_SystemPipeline;
|
||||
delete m_SoundSystem;
|
||||
//delete m_SoundManager;
|
||||
delete m_OctreeFrustrumCulling;
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
@@ -157,7 +159,7 @@ void Game::Tick()
|
||||
if (m_IsClientOrServer) {
|
||||
m_ClientOrServer->Update();
|
||||
}
|
||||
m_SoundSystem->Update(dt);
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
#include "Game/Systems/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
|
||||
: System(world, eventbroker)
|
||||
, PureSystem("SoundEmitter")
|
||||
, ImpureSystem()
|
||||
, SoundManager(world, eventbroker, true)
|
||||
{
|
||||
m_World = world;
|
||||
m_EventBroker = eventbroker;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
SoundManager::Update(dt);
|
||||
playerStep(dt);
|
||||
}
|
||||
|
||||
void SoundSystem::playerStep(double dt)
|
||||
{
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
if (m_LocalPlayer.ID == EntityID_Invalid) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_TimeSinceLastFootstep += dt;
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
float playerSpeed = glm::length(vel);
|
||||
bool isAirborne = vel.y != 0;
|
||||
if (playerSpeed > 1 && !isAirborne) {
|
||||
// Player is walking
|
||||
if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
|
||||
// Create footstep sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = createChildEmitter();
|
||||
if (m_LeftFoot) {
|
||||
e.FilePath = "Audio/footstep/footstep2.wav";
|
||||
} else {
|
||||
e.FilePath = "Audio/footstep/footstep3.wav";
|
||||
}
|
||||
m_LeftFoot = !m_LeftFoot;
|
||||
m_EventBroker->Publish(e);
|
||||
m_TimeSinceLastFootstep = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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 event;
|
||||
event.EmitterID = createChildEmitter();
|
||||
event.FilePath = "Audio/announcer/go.wav";
|
||||
m_EventBroker->Publish(event);
|
||||
// TEMP: starts bgm
|
||||
// {
|
||||
// Events::PlayBackgroundMusic ev;
|
||||
// ev.FilePath = "Audio/bgm/ambient.wav";
|
||||
// m_EventBroker->Publish(ev);
|
||||
// }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user