Resourcing working on sounds. Added class Sound resource.

This commit is contained in:
Stiffly
2015-09-17 17:50:00 +02:00
parent 587b712f49
commit 2a4c7c8b1a
4 changed files with 135 additions and 184 deletions
+2 -32
View File
@@ -1,21 +1,3 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef DAYDREAM_SOUND_H
#define DAYDREAM_SOUND_H
@@ -24,7 +6,7 @@
#include "AL/alc.h"
#include "Core/System.h"
#include "Core/World.h"
#include "Core/EKeyDown.h"
#include "Sound.h"
#include "Sound/EPlaySFX.h"
#include "Physics/EContact.h"
#include "Core/EventBroker.h"
@@ -32,6 +14,7 @@
#include "Game/CBrick.h"
#include "Game/CPad.h"
#include "Sound/CCollisionSound.h"
#include "Core/ResourceManager.h"
namespace dd
@@ -58,28 +41,15 @@ public:
private:
//Events
dd::EventRelay<SoundSystem, dd::Events::KeyDown> m_EKeyDown;
dd::EventRelay<SoundSystem, dd::Events::PlaySFX> m_EPlaySFX;
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
bool OnKeyDown(const dd::Events::KeyDown &event);
bool OnPlaySFX(const dd::Events::PlaySFX &event);
bool OnContact(const dd::Events::Contact &event);
ALuint LoadFile(std::string fileName);
ALuint CreateSource();
//File-info
char m_Type[4];
unsigned long m_Size, m_ChunkSize;
short m_FormatType, m_Channels;
unsigned long m_SampleRate, m_AvgBytesPerSec;
short m_BytesPerSample, m_BitsPerSample;
unsigned long m_DataSize;
//std::map<Component*, ALuint> m_Sources;
std::map<std::string, ALuint> m_BufferCache;
//Temp