Sound in game! Using OpenAL. NOWHERE TO RUN

This commit is contained in:
Stiffly
2015-09-15 16:08:52 +02:00
parent ff00e2bf9c
commit 5695a8c068
4 changed files with 69 additions and 490 deletions
+2 -2
View File
@@ -75,9 +75,9 @@ public:
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->AddSystem<Systems::Sound>();
m_World->SystemFactory.Register<Systems::Sound>([this]() { return new Systems::Sound(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::Sound>();
m_World->ComponentFactory.Register<Components::Sprite>();
-417
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@@ -1,417 +0,0 @@
/*
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/>.
*/
#include <string>
#include <sstream>
#include "ResourceManager.h"
#include "OBJ.h"
#include "Model.h"
#include "Texture.h"
#include "EventBroker.h"
#include "RenderQueue.h"
#include "Renderer.h"
#include "InputManager.h"
//TODO: Remove includes that are only here for the temporary draw solution.
#include "World.h"
#include "CTransform.h"
#include "Core/EventBroker.h"
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
#include "CTemplate.h"
#include "Rendering/CPointLight.h"
#include "Transform/TransformSystem.h"
#include "Game/LevelSystem.h"
#include "Game/PadSystem.h"
#include "Game/CBall.h"
#include "Game/CBrick.h"
#include "Game/CPad.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CBoxShape.h"
#include "Physics/ESetImpulse.h"
namespace dd
{
class Engine
{
public:
Engine(int argc, char* argv[]) {
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
// m_World->ComponentFactory.Register<Components::Model>();
// m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->ComponentFactory.Register<Components::Ball>();
m_World->ComponentFactory.Register<Components::Brick>();
m_World->ComponentFactory.Register<Components::Pad>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>();
m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PadSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>();
m_World->Initialize();
//TODO: Remove tobias light-test code.
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
<<<<<<< HEAD
transform->Position = glm::vec3(0.5f, 0.f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Ball.png";
=======
transform->Position = glm::vec3(0.f, 0.f, -9.5f);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
>>>>>>> GLrenderer
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
auto plight = m_World->AddComponent<Components::PointLight>(ent);
plight->Radius = 2.f;
m_World->CommitEntity(ent);
Events::SetImpulse e;
e.Entity = ent;
e.Impulse = glm::vec2(0.f, -7.f);
e.Point = glm::vec2(0.5f, 0.f);
m_EventBroker->Publish(e);
}
{
auto topWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
transform->Position = glm::vec3(0.f, 5.f, -10.f);
transform->Scale = glm::vec3(15.f, 0.5f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(topWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
physics->Static = true;
m_World->CommitEntity(topWall);
}
{
auto leftWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
transform->Position = glm::vec3(-9.f, 1.f, -10.f);
transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
physics->Static = true;
m_World->CommitEntity(leftWall);
}
{
auto rightWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
transform->Position = glm::vec3(9.f, 1.f, -10.f);
transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
physics->Static = true;
m_World->CommitEntity(rightWall);
}
/*{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, -3.f, -10.f);
transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = true;
m_World->CommitEntity(ent);
}*/
{
auto ent = m_World->CreateEntity();
m_World->SetProperty(ent, "Name", "Pad");
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
ctransform->Scale = glm::vec3(3.2, 0.8, 0.);
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
auto physics = m_World->AddComponent<Components::Physics>(ent);
auto csprite = m_World->AddComponent<Components::Sprite>(ent);
auto pad = m_World->AddComponent<Components::Pad>(ent);
csprite->SpriteFile = "Textures/Pad.png";
m_World->CommitEntity(ent);
}
m_LastTime = glfwGetTime();
}
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
void Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
ResourceManager::Update();
// Update input
m_InputManager->Update(dt);
m_World->Update(dt);
//
// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
// }
//
//TODO Fill up the renderQueue with models (Temp fix)
// TEMPAddToRenderQueue();
// Render scene
//TODO send renderqueue to draw.
// m_Renderer->Draw(m_RendererQueue);
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
}
//TODO Fill up the renderQueue with models (Temp fix)
TEMPAddToRenderQueue();
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
// Swap event queues
m_EventBroker->Clear();
glfwPollEvents();
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
//TODO: Get this out of engine.h
void TEMPAddToRenderQueue()
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_RendererQueue.Clear();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if (templateComponent)
continue;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
Model* modelAsset = nullptr;
modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
}
}
//TODO: Add LightLoadShit
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
EnqueuePointLight(absoluteTransform.Position,
pointLightComponent->Diffuse,
pointLightComponent->Specular,
pointLightComponent->Radius);
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
std::string normal = spriteComponent->NormalTexture;
std::string spec = spriteComponent->SpecularTexture;
if (normal.empty()) {
normal = "Textures/Core/NeutralNormalMap.png";
}
if (spec.empty()) {
spec = "Textures/Core/NeutralSpecularMap.png";
}
auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
auto texturenorm = ResourceManager::Load<Texture>(normal);
auto texturespec = ResourceManager::Load<Texture>(spec);
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
}
}
m_RendererQueue.Sort();
}
//TODO: Get this out of engine.h
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.VAO = model->VAO;
job.ElementBuffer = model->ElementBuffer;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
m_RendererQueue.Deferred.Add(job);
}
}
// TODO: Get this out of engine.h
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.DiffuseTexture = *texture;
job.NormalTexture = *normalTexture;
job.SpecularTexture = *specularTexture;
job.ModelMatrix = modelMatrix;
job.Color = color;
m_RendererQueue.Deferred.Add(job);
}
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
{
PointLightJob job;
job.Position = position;
job.DiffuseColor = diffuseColor;
job.SpecularColor = specularColor;
job.Radius = radius;
m_RendererQueue.Lights.Add(job);
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
std::shared_ptr<Renderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;
double m_LastTime;
};
}
+14 -12
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@@ -5,6 +5,8 @@
#ifndef DAYDREAM_SOUND_H
#define DAYDREAM_SOUND_H
#include <fstream>
#include "AL/al.h"
#include "AL/alc.h"
#include "Core/System.h"
@@ -12,7 +14,6 @@
#include "Core/EKeyDown.h"
#include "Core/EventBroker.h"
namespace dd
{
namespace Systems
@@ -21,7 +22,8 @@ class Sound : public System {
public:
Sound(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { }
~Sound();
void Initialize() override;
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void Update(double dt) override;
@@ -32,30 +34,30 @@ public:
//void StopSound(std::shared_ptr<Components::SoundEmitter> emitter);
void Initialize() override;
private:
dd::EventRelay<Sound, dd::Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const dd::Events::KeyDown &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;
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<Component*, ALuint> m_Sources;
std::map<std::string, ALuint> m_BufferCache;
bool OnKeyDown(const dd::Events::KeyDown &event);
//Temp
ALuint m_source;
ALuint m_Source;
};
}
+53 -59
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@@ -4,61 +4,49 @@
#include "PrecompiledHeader.h"
#include "Core/Sound.h"
void dd::Systems::Sound::Initialize()
dd::Systems::Sound::~Sound()
{
LOG_INFO("Hello im an init func ----------------------------");
/*
LOG_ERROR("Init started");
alDeleteSources(1, m_Source);
}
//initialize OpenAL
void dd::Systems::Sound::Initialize()
{ //initialize OpenAL
ALCdevice* device = alcOpenDevice(NULL);
ALCcontext* context;
if(device)
{
if (device) {
context = alcCreateContext(device, NULL);
alcMakeContextCurrent(context);
}
else
{
else {
LOG_ERROR("OMG OPEN AL FAIL");
}
alGetError();
alSpeedOfSound(340.29f); // Speed of sound m/s
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
//Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Sound::OnKeyDown);
LOG_ERROR("Init complete");
*/
}
void dd::Systems::Sound::Update(double dt)
{
/*const ALfloat pos[3] = {0, 0, 0};
const ALfloat pos[3] = {0, 0, 0};
alListenerfv(AL_POSITION, pos);
alSourcefv(m_source, AL_POSITION, pos);
*/
alSourcefv(m_Source, AL_POSITION, pos);
}
bool dd::Systems::Sound::OnKeyDown(const dd::Events::KeyDown &event)
{
// #define GLFW_KEY_S 83
if(event.KeyCode == 83){
m_source = CreateSource();
if (event.KeyCode == 83) {
m_Source = CreateSource();
ALuint buffer = LoadFile("Sounds/screwed.wav");
ALuint buffer = LoadFile("assets/Sounds/screwed.wav");
alSourcei(m_source, AL_BUFFER, buffer);
alSourcePlay(m_source);
LOG_INFO("Playing sound (I wish LOL)");
alSourcei(m_Source, AL_BUFFER, buffer);
alSourcePlay(m_Source);
}
}
@@ -72,74 +60,80 @@ ALuint dd::Systems::Sound::CreateSource()
ALuint dd::Systems::Sound::LoadFile(std::string path)
{
if (m_BufferCache.find(path) != m_BufferCache.end())
if (m_BufferCache.find(path) != m_BufferCache.end()) {
return m_BufferCache[path];
}
FILE *fp = NULL;
fp = fopen(path.c_str(), "rb");
//Open file
FILE *fp = fopen(path.c_str(), "rb");
if (!fp) {
LOG_ERROR("Failed to open file %s, no such file exists", path.c_str());
return 0;
}
//CHECK FOR VALID WAVE-FILE
fread(m_type, sizeof(char), 4, fp);
if(m_type[0]!='R' || m_type[1]!='I' || m_type[2]!='F' || m_type[3]!='F') {
fread(m_Type, sizeof(char), 4, fp);
if(m_Type[0] != 'R' || m_Type[1] != 'I' || m_Type[2] != 'F' || m_Type[3] != 'F') {
LOG_ERROR("ERROR: No RIFF in WAVE-file");
return 0;
}
fread(&m_size, sizeof(unsigned long), 1, fp);
fread(m_type, sizeof(char), 4, fp);
if(m_type[0]!='W' || m_type[1]!='A' || m_type[2]!='V' || m_type[3]!='E') {
fread(&m_Size, sizeof(unsigned long), 1, fp);
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3]!= 'E') {
LOG_ERROR("ERROR: Not WAVE-file");
return 0;
}
fread(m_type, sizeof(char), 4, fp);
if(m_type[0]!='f' || m_type[1]!='m' || m_type[2]!='t' || m_type[3]!=' ') {
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] != 'f' || m_Type[1] != 'm' || m_Type[2] != 't' || m_Type[3] != ' ') {
LOG_ERROR("ERROR: No fmt in WAVE-file");
return 0;
}
//READ THE DATA FROM WAVE-FILE
fread(&m_chunkSize, sizeof(unsigned long), 1, fp);
fread(&m_formatType, sizeof(short), 1, fp);
fread(&m_channels, sizeof(short), 1, fp);
fread(&m_sampleRate, sizeof(unsigned long), 1, fp);
fread(&m_avgBytesPerSec, sizeof(unsigned long), 1, fp);
fread(&m_bytesPerSample, sizeof(short), 1, fp);
fread(&m_bitsPerSample, sizeof(short), 1, fp);
fread(&m_ChunkSize, sizeof(unsigned long), 1, fp);
fread(&m_FormatType, sizeof(short), 1, fp);
fread(&m_Channels, sizeof(short), 1, fp);
fread(&m_SampleRate, sizeof(unsigned long), 1, fp);
fread(&m_AvgBytesPerSec, sizeof(unsigned long), 1, fp);
fread(&m_BytesPerSample, sizeof(short), 1, fp);
fread(&m_BitsPerSample, sizeof(short), 1, fp);
fread(m_type, sizeof(char), 4, fp);
if(m_type[0]!='d' || m_type[1]!='a' || m_type[2]!='t' || m_type[3]!='a')
{
fread(m_Type, sizeof(char), 4, fp);
if (m_Type[0] !='d' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
LOG_ERROR("ERROR: WAVE-file Missing data");
return 0;
}
fread(&m_dataSize, sizeof(unsigned long), 1, fp);
fread(&m_DataSize, sizeof(unsigned long), 1, fp);
unsigned char* buf = new unsigned char[m_dataSize];
fread(buf, sizeof(unsigned char), m_dataSize, fp);
unsigned char* buf = new unsigned char[m_DataSize];
fread(buf, sizeof(unsigned char), m_DataSize, fp);
fclose(fp);
// Create buffer
ALuint format = 0;
if(m_bitsPerSample == 8)
{
if(m_channels == 1)
if (m_BitsPerSample == 8) {
if (m_Channels == 1) {
format = AL_FORMAT_MONO8;
else if(m_channels == 2)
}
else if (m_Channels == 2) {
format = AL_FORMAT_STEREO8;
}
}
if(m_bitsPerSample == 16)
{
if (m_channels == 1)
if (m_BitsPerSample == 16) {
if (m_Channels == 1) {
format = AL_FORMAT_MONO16;
else if (m_channels == 2)
}
else if (m_Channels == 2) {
format = AL_FORMAT_STEREO16;
}
}
ALuint buffer;
alGenBuffers(1, &buffer);
alBufferData(buffer, format, buf, m_dataSize, m_sampleRate);
alBufferData(buffer, format, buf, m_DataSize, m_SampleRate);
delete[] buf;
m_BufferCache[path] = buffer;