Merge remote-tracking branch 'origin/master' into Physics
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef Events_PlaySFX_h__
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#define Events_PlaySFX_h__
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct PlaySFX : Event
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{
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std::string path;
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};
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}
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}
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#endif // Events_PlaySFX_h__
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@@ -0,0 +1,24 @@
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#ifndef Events_PlaySFX_h__
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#define Events_PlaySFX_h__
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct PlaySound : Event
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{
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std::string path;
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float volume = 1.f;
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float pitch = 1.f;
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bool loop = false;
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};
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}
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}
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#endif
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@@ -0,0 +1,23 @@
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#ifndef EVENTS_ESTOPSOUND_H__
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#define EVENTS_ESTOPSOUND_H__
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct StopSound : public Event
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{
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std::string path;
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};
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}
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}
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#endif
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@@ -14,6 +14,7 @@ class Sound : public Resource
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friend class ResourceManager;
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friend class ResourceManager;
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public:
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public:
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ALuint Buffer() { return m_Buffer; };
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ALuint Buffer() { return m_Buffer; };
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std::string Path() { return m_Path; };
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private:
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private:
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Sound(std::string path);
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Sound(std::string path);
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@@ -28,6 +29,7 @@ private:
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ALuint LoadFile(std::string path);
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ALuint LoadFile(std::string path);
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ALuint m_Buffer;
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ALuint m_Buffer;
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std::string m_Path;
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};
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};
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@@ -6,10 +6,11 @@
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#include "AL/alc.h"
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#include "AL/alc.h"
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#include "Core/System.h"
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/World.h"
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#include "Sound.h"
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#include "Sound/EPlaySFX.h"
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#include "Physics/EContact.h"
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#include "Core/EventBroker.h"
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#include "Core/EventBroker.h"
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#include "Sound.h"
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#include "Sound/EPlaySound.h"
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#include "Sound/EStopSound.h"
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#include "Physics/EContact.h"
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#include "Game/CBall.h"
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#include "Game/CBall.h"
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#include "Game/CBrick.h"
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#include "Game/CBrick.h"
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#include "Game/CPad.h"
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#include "Game/CPad.h"
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private:
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private:
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//Events
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//Events
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dd::EventRelay<SoundSystem, dd::Events::PlaySFX> m_EPlaySFX;
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dd::EventRelay<SoundSystem, dd::Events::PlaySound> m_EPlaySFX;
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dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
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bool OnPlaySFX(const dd::Events::PlaySFX &event);
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dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
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bool OnPlaySound(const dd::Events::PlaySound &event);
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bool OnContact(const dd::Events::Contact &event);
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bool OnContact(const dd::Events::Contact &event);
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bool OnStopSound(const dd::Events::StopSound &event);
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ALuint CreateSource();
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ALuint CreateSource();
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std::map<Component*, ALuint> m_Sources;
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std::map<ALuint, Sound*> m_SourcesToBuffers;
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ALCdevice* m_Device;
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//std::list<ALuint>
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//Temp
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//Temp
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ALuint m_Source;
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};
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};
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}
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}
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@@ -3,6 +3,7 @@
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dd::Sound::Sound(std::string path)
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dd::Sound::Sound(std::string path)
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{
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{
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m_Buffer = LoadFile(path);
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m_Buffer = LoadFile(path);
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m_Path = path;
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}
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}
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ALuint dd::Sound::LoadFile(std::string path)
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ALuint dd::Sound::LoadFile(std::string path)
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+102
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dd::Systems::SoundSystem::~SoundSystem()
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dd::Systems::SoundSystem::~SoundSystem()
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{
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{
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alSourcei(m_Source, AL_BUFFER, 0);
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alcCloseDevice(m_Device);
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alDeleteSources(1, &m_Source);
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}
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}
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void dd::Systems::SoundSystem::Initialize()
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void dd::Systems::SoundSystem::Initialize()
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{ //initialize OpenAL
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{
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ALCdevice* device = alcOpenDevice(NULL);
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//initialize OpenAL
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m_Device = alcOpenDevice(NULL);
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ALCcontext* context;
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ALCcontext* context;
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if (device) {
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if (m_Device) {
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context = alcCreateContext(device, NULL);
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context = alcCreateContext(m_Device, NULL);
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alcMakeContextCurrent(context);
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alcMakeContextCurrent(context);
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}
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}
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else {
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else {
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@@ -22,52 +22,49 @@ void dd::Systems::SoundSystem::Initialize()
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alGetError();
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alGetError();
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//Create source
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m_Source = CreateSource();
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alSpeedOfSound(340.29f); // Speed of sound m/s
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alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
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const ALfloat pos[3] = {0, 0, 0};
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const ALfloat pos[3] = {0, 0, 0};
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alListenerfv(AL_POSITION, pos);
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alListenerfv(AL_POSITION, pos);
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alSourcefv(m_Source, AL_POSITION, pos);
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//Subscribe to events
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//Subscribe to events
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EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySFX);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySound);
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EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/soft-guitar.wav";
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e.loop = true;
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EventBroker->Publish(e);
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}
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 0.3f;
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e.loop = true;
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EventBroker->Publish(e);
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}
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}
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}
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void dd::Systems::SoundSystem::Update(double dt)
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void dd::Systems::SoundSystem::Update(double dt)
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{
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{
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//LOG_INFO("Sources : %i", m_SourcesToBuffers.size());
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}
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std::vector<ALuint> deleteList;
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for (auto item : m_SourcesToBuffers) {
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bool dd::Systems::SoundSystem::OnPlaySFX(const dd::Events::PlaySFX &event)
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ALint sourceState;
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{
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alGetSourcei(item.first, AL_SOURCE_STATE, &sourceState);
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//m_Source = CreateSource();
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if (sourceState == AL_STOPPED) {
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Sound *sound = ResourceManager::Load<Sound>(event.path);
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deleteList.push_back(item.first);
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ALuint buffer = sound->Buffer();
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alSourcei(m_Source, AL_BUFFER, buffer);
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alSourcePlay(m_Source);
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}
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bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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{
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//Check which entity has the collisionSound component.
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auto collisionSound = m_World->GetComponent<Components::CollisionSound>(event.Entity1);
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if (collisionSound == NULL) {
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collisionSound = m_World->GetComponent<Components::CollisionSound>(event.Entity2);
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if (collisionSound == NULL) {
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//None of the entities had a collisionSound component.
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return false;
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}
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}
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}
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}
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//Send play-sound event
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for (int i = 0; i < deleteList.size(); i++) {
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dd::Events::PlaySFX e;
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alDeleteSources(1, &deleteList[i]);
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e.path = collisionSound->filePath;
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//alDeleteBuffers(1, &m_SourcesToBuffers[deleteList[i]]);
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EventBroker->Publish(e);
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m_SourcesToBuffers.erase(deleteList[i]);
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return true;
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}
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}
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}
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ALuint dd::Systems::SoundSystem::CreateSource()
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ALuint dd::Systems::SoundSystem::CreateSource()
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@@ -77,3 +74,69 @@ ALuint dd::Systems::SoundSystem::CreateSource()
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return source;
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return source;
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}
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}
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bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
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{
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//Loading and binding sound buffer to source
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Sound *sound = ResourceManager::Load<Sound>(event.path);
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if (sound == nullptr) {
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return false;
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}
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ALuint source = CreateSource();
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m_SourcesToBuffers[source] = sound;
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ALuint buffer = sound->Buffer();
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alSourcei(source, AL_BUFFER, buffer);
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//Sound settings
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alSourcef(source, AL_GAIN, event.volume);
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alSourcef(source, AL_PITCH, event.pitch);
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if (event.loop) {
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alSourcei(source, AL_LOOPING, AL_TRUE);
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}
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else if (!event.loop)
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{
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alSourcei(source, AL_LOOPING, AL_FALSE);
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}
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//Play
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alSourcePlay(source);
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return true;
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}
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bool dd::Systems::SoundSystem::OnStopSound(const dd::Events::StopSound &event)
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{
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for (auto item : m_SourcesToBuffers) {
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if (item.second->Path() == event.path) {
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alSourceStop(item.first);
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return true;
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}
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}
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return false;
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}
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bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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{
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//Check which entity has the collisionSound component.
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auto collisionSound = m_World->GetComponent<Components::CollisionSound>(event.Entity1);
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if (collisionSound == nullptr) {
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collisionSound = m_World->GetComponent<Components::CollisionSound>(event.Entity2);
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if (collisionSound == nullptr) {
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//None of the entities had a collisionSound component.
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return false;
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}
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}
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{
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dd::Events::StopSound e;
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e.path = "Sounds/BGM/soft-guitar.wav";
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EventBroker->Publish(e);
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}
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//Send play-sound event
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dd::Events::PlaySound e;
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e.path = collisionSound->filePath;
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EventBroker->Publish(e);
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return true;
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}
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Reference in New Issue
Block a user