Now listens to SetCamera event and the background music should be working properly.

This commit is contained in:
stiffly
2016-03-13 17:35:05 +01:00
parent fb400bb743
commit fe090504cf
3 changed files with 32 additions and 61 deletions
+29 -49
View File
@@ -30,12 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM);
EVENT_SUBSCRIBE_MEMBER(m_EplayerDisconnected, &SoundManager::OnPlayerDisconnected);
EVENT_SUBSCRIBE_MEMBER(m_EReset, &SoundManager::OnReset);
Events::ChangeBGM e;
e.FilePath = "Audio/bgm/MenuMusic.wav";
m_EventBroker->Publish(e);
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &SoundManager::OnSetCamera);
}
SoundManager::~SoundManager()
@@ -69,8 +64,7 @@ void SoundManager::Update(double dt)
deleteInactiveEmitters();
updateEmitters(dt);
updateListener(dt);
if (m_DrumLoopHasBeenStarted)
matchBGMLoop();
matchBGMLoop();
}
void SoundManager::deleteInactiveEmitters()
@@ -365,15 +359,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
{
if (e.PlayerID == -1) { // Local player
m_LocalPlayer = e.Player;
if (m_DrumLoopHasBeenStarted) {
return true;
}
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
m_CurrentBGMCombo->Type = SoundType::BGM;
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
m_DrumLoopHasBeenStarted = true;
return true;
}
return false;
@@ -407,37 +392,32 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
return true;
}
bool SoundManager::OnPlayerDisconnected(const Events::PlayerDisconnected& e)
bool SoundManager::OnSetCamera(const Events::SetCamera& e)
{
// A player returned to the main menu. Easiest solution when we don't have states in the game. Not "PC".
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
if (e.CameraEntity.Name() == "Overview_Camera_Start_Menu") {
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
}
stopSound(m_CurrentBGMCombo);
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/MenuMusic.wav";
m_EventBroker->Publish(changeBGM);
return true;
}
bool SoundManager::OnReset(const Events::Reset& e)
{
// The game was reset, stop playing the background music (drums)
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/MenuMusic.wav";
m_EventBroker->Publish(changeBGM);
} else if (e.CameraEntity.Name() == "PickTeamCamera") {
Events::ChangeBGM changeBGM;
changeBGM.FilePath = "Audio/BGM/Layer1.wav";
m_EventBroker->Publish(changeBGM);
if (m_CurrentBGMCombo != nullptr) {
if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGMCombo);
}
}
m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav");
m_CurrentBGMCombo->Type = SoundType::BGM;
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo);
}
if (m_CurrentBGM != nullptr) {
if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) {
stopSound(m_CurrentBGM);
}
}
return true;
}
ALenum SoundManager::getSourceState(ALuint source)
@@ -456,14 +436,14 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom
{
float gain;
switch (source->Type) {
case SoundType::SFX:
gain = m_SFXVolumeChannel;
case SoundType::SFX:
gain = m_SFXVolumeChannel;
break;
case SoundType::BGM:
case SoundType::BGM:
gain = m_BGMVolumeChannel;
break;
case SoundType::Announcer:
gain = m_AnnouncerVolumeChannel;
case SoundType::Announcer:
gain = m_AnnouncerVolumeChannel;
break;
default:
gain = 1.f;