95f9065037
# Conflicts: # include/Engine/Sound/SoundManager.h
146 lines
5.7 KiB
C++
146 lines
5.7 KiB
C++
#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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#include "glm/common.hpp"
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#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
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#include "OpenAL/al.h"
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#include "OpenAL/alc.h"
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#include "../Engine/Core/World.h"
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#include "../Engine/Core/EventBroker.h"
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#include "../Engine/Core/ResourceManager.h"
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#include "../Engine/Core/ConfigFile.h"
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#include "../Engine/Core/TransformSystem.h"
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#include "../Engine/Sound/Sound.h"
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#include "../Engine/Sound/EPlayQueueOnEntity.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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#include "../Engine/Sound/EPlaySoundOnPosition.h"
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#include "../Engine/Sound/EPlayBackgroundMusic.h"
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#include "../Engine/Sound/EPlayAnnouncerVoice.h"
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#include "../Engine/Sound/EPauseSound.h"
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#include "../Engine/Sound/EContinueSound.h"
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#include "../Engine/Sound/EStopSound.h"
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#include "../Engine/Sound/ESetBGMGain.h"
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#include "../Engine/Sound/ESetSFXGain.h"
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#include "../Engine/Sound/ESetAnnouncerGain.h"
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#include "../Engine/Sound/EChangeBGM.h"
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#include "../Engine/Core/EPause.h"
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#include "../Engine/Core/EComponentAttached.h"
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#include "../Core/EPlayerSpawned.h"
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typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
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enum class SoundType {
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SFX,
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BGM,
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Announcer
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};
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struct Source
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{
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Source() { }
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Sound* SoundResource = nullptr;
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ALuint ALsource;
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SoundType Type;
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float Duration;
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};
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class SoundManager
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{
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public:
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SoundManager() { }
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SoundManager(World* world, EventBroker* eventBroker);
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~SoundManager();
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// Update emitters / listener
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void Update(double dt);
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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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void setListenerVel(glm::vec3 vel) { alListener3f(AL_VELOCITY, vel.x, vel.y, vel.z); };
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void setListenerOri(glm::vec3 ori);
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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 listenerVel() { glm::vec3 vel; alGetListener3f(AL_VELOCITY, &vel.x, &vel.y, &vel.z); return vel; };
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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 setSourceVel(ALuint source, glm::vec3 vel) { ALfloat svel[3] = { vel.x, vel.y, vel.z }; alSourcefv(source, AL_VELOCITY, svel); };
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// Logic
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void initOpenAL();
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void updateEmitters(double dt);
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void deleteInactiveEmitters();
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void stopEmitters();
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void updateListener(double dt);
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ALenum getSourceState(ALuint source);
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void setGain(Source* source, float gain);
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void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
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float getDurationSeconds(Source* source);
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float getTimeOffsetSeconds(Source* source);
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// Specific logic
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void playSound(Source* source);
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// Needs 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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Source* createSource(std::string filePath);
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std::unordered_map<EntityID, Source*> m_Sources;
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void matchBGMLoop();
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Source* m_CurrentBGM = nullptr;
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Source* m_CurrentBGMCombo = nullptr;
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bool m_DrumLoopHasBeenStarted = false;
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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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// OpenAL system variables
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ALCdevice* m_ALCdevice = nullptr;
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ALCcontext* m_ALCcontext = nullptr;
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float m_BGMVolumeChannel = 1.0f;
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float m_SFXVolumeChannel = 1.0f;
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float m_AnnouncerVolumeChannel = 1.0f;
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EntityWrapper m_LocalPlayer = EntityWrapper();
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// Events
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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<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
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bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
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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<SoundManager, Events::PlayAnonuncerVoice> m_EPlayAnnouncerVoice;
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bool OnPlayAnnouncerVoice(const Events::PlayAnonuncerVoice& e);
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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<SoundManager, Events::StopSound> m_EStopSound;
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bool OnStopSound(const Events::StopSound &e);
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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<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
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bool OnSetBGMGain(const Events::SetBGMGain &e);
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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<SoundManager, Events::SetAnnouncerGain> m_ESetAnnouncerGain;
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bool OnSetAnnouncerGain(const Events::SetAnnouncerGain& e);
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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<SoundManager, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause &e);
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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<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
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bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
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EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
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bool OnChangeBGM(const Events::ChangeBGM &e);
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};
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#endif |