Uses an enumerator to seperate 3D and 2D sound instead of the path name.
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@@ -7,14 +7,15 @@
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namespace Components
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{
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struct SoundEmitter : Component
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{
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enum SoundType
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enum class SoundType
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{
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BGM_SOUND,
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SFX_SOUND
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SOUND_3D,
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SOUND_2D
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};
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SoundEmitter() : Gain(1.f), MaxDistance(1.f), MinDistance(1.f), Pitch(1.f), Loop(false) {}
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float Gain;
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float MaxDistance;
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@@ -45,7 +45,7 @@ void InputManager::Update(double dt)
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if(m_CurrentKeyState[GLFW_KEY_Z]) //TEMP
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{
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Events::PlayBGM e;
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e.Resource = "Sounds/BGM/WUB.mp3";
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e.Resource = "Sounds/BGM/MainMenu.mp3";
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e.Loop = true;
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EventBroker->Publish(e);
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}
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+3
-11
@@ -2,24 +2,16 @@
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#include "Sound.h"
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Sound::Sound(std::string path, FMOD_SYSTEM* system)
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Sound::Sound(std::string path, FMOD_SYSTEM* system, Components::SoundEmitter::SoundType type)
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{
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std::string str = "";
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for(int i = 7; i < 10; i++)
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{
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str += path[i];
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}
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if(str == "BGM")
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if(type == Components::SoundEmitter::SoundType::SOUND_2D)
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{
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FMOD_System_CreateSound(system, path.c_str(), FMOD_2D, NULL, &m_Sound);
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}
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if (str == "SFX")
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if(type == Components::SoundEmitter::SoundType::SOUND_3D)
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{
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FMOD_System_CreateSound(system, path.c_str(), FMOD_3D, NULL, &m_Sound);
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}
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}
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Sound::~Sound()
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+2
-1
@@ -4,11 +4,12 @@
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#include "ResourceManager.h"
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#include <fmod.h>
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#include <fmod_errors.h>
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#include <Components/SoundEmitter.h>
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class Sound : public Resource
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{
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public:
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Sound(std::string path, FMOD_SYSTEM* system);
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Sound(std::string path, FMOD_SYSTEM* system, Components::SoundEmitter::SoundType type);
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~Sound();
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operator FMOD_SOUND*() const { return m_Sound; }
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@@ -32,7 +32,8 @@ void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf)
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void Systems::SoundSystem::RegisterResourceTypes(ResourceManager* rm)
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{
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rm->RegisterType("Sound", [this](std::string resourceName) { return new Sound(resourceName, this->m_System); });
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rm->RegisterType("Sound3D", [this](std::string resourceName) { return new Sound(resourceName, this->m_System, Components::SoundEmitter::SoundType::SOUND_3D); });
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rm->RegisterType("Sound2D", [this](std::string resourceName) { return new Sound(resourceName, this->m_System, Components::SoundEmitter::SoundType::SOUND_2D); });
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}
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void Systems::SoundSystem::Update(double dt)
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@@ -88,18 +89,6 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
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FMOD_SOUND* sound = m_Sounds[entity];
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auto eTransform = m_World->GetComponent<Components::Transform>(entity);
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// if(emitter->type == emitter->BGM_SOUND)
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// {
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//
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// EntityID listener = m_Listeners[0]; // "Pretty" ugly hack... Sets the transform Component for emitter to be same as first listener
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// auto lTransform = m_World->GetComponent<Components::Transform>(listener);
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// if(lTransform)
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// {
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// eTransform->Position = m_TransformSystem->AbsolutePosition(listener);
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// eTransform->Velocity = lTransform->Velocity;
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// }
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// }
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glm::vec3 tPos = m_TransformSystem->AbsolutePosition(entity);
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FMOD_VECTOR ePos = {tPos.x, tPos.y, tPos.z};
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@@ -145,14 +134,13 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
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LOG_ERROR("FMOD: The Entity %i does not have a SoundEmitter-component, but is trying to play a sound", event.Emitter);FMOD_CHANNEL* channel = m_Channels[event.Emitter];
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return false;
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}
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
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emitter->type = Components::SoundEmitter::SoundType::SOUND_3D;
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound3D", event.Resource);
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m_Sounds[event.Emitter] = *sound;
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PlaySound(&m_Channels[event.Emitter], m_Sounds[event.Emitter], 1.0, event.Loop);
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FMOD_System_Update(m_System);
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FMOD_BOOL isPlaying = false;
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FMOD_Channel_IsPlaying(m_Channels[event.Emitter], &isPlaying);
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if(!isPlaying)
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@@ -168,9 +156,8 @@ bool Systems::SoundSystem::PlayBGM(const Events::PlayBGM &event)
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auto eTransform = m_World->AddComponent<Components::Transform>(emitter);
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auto eComponent = m_World->AddComponent<Components::SoundEmitter>(emitter);
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eComponent->type = eComponent->BGM_SOUND;
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
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eComponent->type = Components::SoundEmitter::SoundType::SOUND_3D;
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound2D", event.Resource);
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m_Sounds[emitter] = *sound;
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FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_Channels[emitter]);
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