Uses an enumerator to seperate 3D and 2D sound instead of the path name.

This commit is contained in:
Stiffly
2014-05-29 21:25:21 +02:00
parent 03d6594f9a
commit 2ec484c906
5 changed files with 17 additions and 36 deletions
+5 -4
View File
@@ -7,14 +7,15 @@
namespace Components
{
struct SoundEmitter : Component
{
enum SoundType
enum class SoundType
{
BGM_SOUND,
SFX_SOUND
SOUND_3D,
SOUND_2D
};
SoundEmitter() : Gain(1.f), MaxDistance(1.f), MinDistance(1.f), Pitch(1.f), Loop(false) {}
float Gain;
float MaxDistance;
+1 -1
View File
@@ -45,7 +45,7 @@ void InputManager::Update(double dt)
if(m_CurrentKeyState[GLFW_KEY_Z]) //TEMP
{
Events::PlayBGM e;
e.Resource = "Sounds/BGM/WUB.mp3";
e.Resource = "Sounds/BGM/MainMenu.mp3";
e.Loop = true;
EventBroker->Publish(e);
}
+3 -11
View File
@@ -2,24 +2,16 @@
#include "Sound.h"
Sound::Sound(std::string path, FMOD_SYSTEM* system)
Sound::Sound(std::string path, FMOD_SYSTEM* system, Components::SoundEmitter::SoundType type)
{
std::string str = "";
for(int i = 7; i < 10; i++)
{
str += path[i];
}
if(str == "BGM")
if(type == Components::SoundEmitter::SoundType::SOUND_2D)
{
FMOD_System_CreateSound(system, path.c_str(), FMOD_2D, NULL, &m_Sound);
}
if (str == "SFX")
if(type == Components::SoundEmitter::SoundType::SOUND_3D)
{
FMOD_System_CreateSound(system, path.c_str(), FMOD_3D, NULL, &m_Sound);
}
}
Sound::~Sound()
+2 -1
View File
@@ -4,11 +4,12 @@
#include "ResourceManager.h"
#include <fmod.h>
#include <fmod_errors.h>
#include <Components/SoundEmitter.h>
class Sound : public Resource
{
public:
Sound(std::string path, FMOD_SYSTEM* system);
Sound(std::string path, FMOD_SYSTEM* system, Components::SoundEmitter::SoundType type);
~Sound();
operator FMOD_SOUND*() const { return m_Sound; }
+6 -19
View File
@@ -32,7 +32,8 @@ void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf)
void Systems::SoundSystem::RegisterResourceTypes(ResourceManager* rm)
{
rm->RegisterType("Sound", [this](std::string resourceName) { return new Sound(resourceName, this->m_System); });
rm->RegisterType("Sound3D", [this](std::string resourceName) { return new Sound(resourceName, this->m_System, Components::SoundEmitter::SoundType::SOUND_3D); });
rm->RegisterType("Sound2D", [this](std::string resourceName) { return new Sound(resourceName, this->m_System, Components::SoundEmitter::SoundType::SOUND_2D); });
}
void Systems::SoundSystem::Update(double dt)
@@ -88,18 +89,6 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
FMOD_SOUND* sound = m_Sounds[entity];
auto eTransform = m_World->GetComponent<Components::Transform>(entity);
// if(emitter->type == emitter->BGM_SOUND)
// {
//
// EntityID listener = m_Listeners[0]; // "Pretty" ugly hack... Sets the transform Component for emitter to be same as first listener
// auto lTransform = m_World->GetComponent<Components::Transform>(listener);
// if(lTransform)
// {
// eTransform->Position = m_TransformSystem->AbsolutePosition(listener);
// eTransform->Velocity = lTransform->Velocity;
// }
// }
glm::vec3 tPos = m_TransformSystem->AbsolutePosition(entity);
FMOD_VECTOR ePos = {tPos.x, tPos.y, tPos.z};
@@ -145,14 +134,13 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
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];
return false;
}
Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
emitter->type = Components::SoundEmitter::SoundType::SOUND_3D;
Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound3D", event.Resource);
m_Sounds[event.Emitter] = *sound;
PlaySound(&m_Channels[event.Emitter], m_Sounds[event.Emitter], 1.0, event.Loop);
FMOD_System_Update(m_System);
FMOD_BOOL isPlaying = false;
FMOD_Channel_IsPlaying(m_Channels[event.Emitter], &isPlaying);
if(!isPlaying)
@@ -168,9 +156,8 @@ bool Systems::SoundSystem::PlayBGM(const Events::PlayBGM &event)
auto eTransform = m_World->AddComponent<Components::Transform>(emitter);
auto eComponent = m_World->AddComponent<Components::SoundEmitter>(emitter);
eComponent->type = eComponent->BGM_SOUND;
Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
eComponent->type = Components::SoundEmitter::SoundType::SOUND_3D;
Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound2D", event.Resource);
m_Sounds[emitter] = *sound;
FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_Channels[emitter]);