Files
axyz/include/Engine/Sound/SoundSystem.h
T
2016-01-08 15:29:20 +01:00

69 lines
2.1 KiB
C++

#ifndef SoundSystem_h__
#define SoundSystem_h__
#include <unordered_map>
#include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp"
#include "OpenAL/al.h"
#include "OpenAL/alc.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Rendering/RenderQueueFactory.h" // Absolute transform
#include "Sound/Sound.h"
#include "Sound/EPlaySound.h"
struct Source
{
Sound* SoundResource;
ALuint ALsource;
};
class SoundSystem
{
public:
SoundSystem() { }
SoundSystem(World* world, EventBroker* eventBroker);
~SoundSystem();
void Update(); // Update emitters
private:
// Help functions for working with OpenaAL
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
glm::vec3 listnerPos() { glm::vec3 pos; alGetListener3f(AL_POSITION, &pos.x, &pos.y, &pos.z); return pos; };
void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
glm::vec3 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
void setListenerOri(glm::vec3 ori);
glm::vec3 listenerOri() { glm::vec3 ori; alGetListener3f(AL_ORIENTATION, &ori.x, &ori.y, &ori.z); return ori; };
void setSourcePos(ALuint source, glm::vec3 pos) { ALfloat spos[3] = { pos.x, pos.y, pos.z }; alSourcefv(source, AL_POSITION, spos); };
void setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
bool isPlaying(ALuint source);
// Logic
World* m_World;
EventBroker* m_EventBroker;
void initOpenAL();
void updateEmitters();
void updateListener();
void deleteInactiveEmitters();
void addNewEmitters();
ALuint createSource();
void playSound(Source source);
void stopSound(Source source);
void stopEmitter(EntityID emitter);
// OpenAL system variables
ALCdevice* m_ALCdevice = nullptr;
ALCcontext* m_ALCcontext = nullptr;
// Logic
std::unordered_map<EntityID, Source> m_Sources;
// Events
EventRelay<SoundSystem, Events::PlaySound> m_EPlaySound;
bool OnPlaySound(const Events::PlaySound &e);
};
#endif