Fancy sounds
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@@ -11,7 +11,7 @@ namespace Components
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struct SoundEmitter : Component
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{
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float Gain;
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float MaxDistance;
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//float MaxDistance;
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float ReferenceDistance;
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float Pitch;
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bool Loop;
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@@ -10,7 +10,6 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
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void Systems::LevelGenerationSystem::SpawnObstacle()
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{
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typeRandom = 0 + (rand() % 3);
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EntityID ent;
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@@ -21,37 +20,43 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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model = m_World->AddComponent<Components::Model>(ent, "Model");
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auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
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//pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
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positionRandom = -500 + (rand() % 1000);
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transform->Position = glm::vec3(positionRandom, startyz); // fix position
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transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
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sound->Loop = true;
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sound->Gain = 1.f;
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sound->ReferenceDistance = 15.f;
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m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound, "Sounds/hum.wav");
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switch (typeRandom)
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{
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case 0:
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(9, 12, 7);
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bounds->Origin = glm::vec3(1,11,-1);
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model->ModelFile = "Models/obstacle_mountain_1.obj";
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break;
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case 1:
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
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bounds->Origin = glm::vec3(0,7.5f,0);
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model->ModelFile = "Models/obstacle_mountain_2.obj";
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break;
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case 2:
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(1, 1, 1);
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bounds->Origin = glm::vec3(0,1,0);
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// pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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// pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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// pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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// pointLight->constantAttenuation = 0.f;
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// pointLight->linearAttenuation = 1.f;
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// pointLight->quadraticAttenuation = 0.f;
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// pointLight->spotExponent = 0.0f;
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//pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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//pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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//pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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//pointLight->constantAttenuation = 0.f;
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//pointLight->linearAttenuation = 1.f;
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//pointLight->quadraticAttenuation = 0.f;
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//pointLight->spotExponent = 0.0f;
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model->ModelFile = "Models/obstacle_cube_1.obj";
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break;
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@@ -59,6 +64,9 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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break;
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}
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// Put it below ground level
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transform->Position.y -= bounds->VolumeVector.y * 2.f;
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}
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@@ -76,10 +84,16 @@ void Systems::LevelGenerationSystem::Update( double dt )
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for(auto ent : obstacles)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
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transformComponent->Position.z += 100.f * dt;
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auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
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transform->Position += transform->Velocity * (float)dt;
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if(transformComponent->Position.z > 100)
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// Stop raising obstacles when they reach ground level
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if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
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transform->Position.y = 0;
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transform->Velocity.y = 0;
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}
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if(transform->Position.z > 800)
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{
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removethis.push_back(ent);
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}
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@@ -2,12 +2,14 @@
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#define LevelGenerationSystem_h__
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#include "System.h"
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#include "Systems/SoundSystem.h"
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#include "World.h"
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#include "Components/Transform.h"
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#include "Components/Bounds.h"
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#include "Components/Collision.h"
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#include "Components/Model.h"
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#include "Components/PointLight.h"
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#include "Components/SoundEmitter.h"
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namespace Systems
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@@ -20,6 +20,7 @@ public:
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
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void OnComponentRemoved(std::string type, Component* component) override;
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void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName);
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private:
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@@ -35,7 +36,7 @@ private:
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unsigned long dataSize;
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std::map<Component*, ALuint> m_Source;
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std::map<Component*, ALuint> m_Sources;
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std::map<std::string, ALuint> m_BufferCache; // string = fileName
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};
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@@ -18,6 +18,9 @@ Systems::SoundSystem::SoundSystem(World* world)
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}
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alGetError();
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alSpeedOfSound(340.29f); // Speed of sound
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alDistanceModel(AL_INVERSE_DISTANCE);
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}
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void Systems::SoundSystem::Update(double dt)
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@@ -54,10 +57,10 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
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auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
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if(soundEmitter != nullptr)
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{
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ALuint source = m_Source[soundEmitter];
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alSourcei(source, AL_GAIN, soundEmitter->Gain);
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alSourcei(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
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alSourcei(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
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ALuint source = m_Sources[soundEmitter];
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alSourcef(source, AL_GAIN, soundEmitter->Gain);
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//alSourcef(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
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alSourcef(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
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alSourcef(source, AL_PITCH, soundEmitter->Pitch);
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alSourcei(source, AL_LOOPING, soundEmitter->Loop);
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@@ -75,16 +78,26 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
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void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName)
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{
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ALuint buffer = LoadFile(fileName);
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ALuint source = m_Source[emitter.get()];
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ALuint source = m_Sources[emitter.get()];
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alSourcei(source, AL_BUFFER, buffer);
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alSourcePlay(m_Source[emitter.get()]);
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alSourcePlay(m_Sources[emitter.get()]);
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}
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void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
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{
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if(type == "SoundEmitter") {
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ALuint source = CreateSource();
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m_Source[component.get()] = source;
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m_Sources[component.get()] = source;
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}
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}
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void Systems::SoundSystem::OnComponentRemoved(std::string type, Component* component)
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{
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if(type == "SoundEmitter") {
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if (m_Sources.find(component) != m_Sources.end()) {
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ALuint source = m_Sources[component];
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alDeleteSources(1, &source);
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}
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}
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}
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