Made a Sound folder. Rename class Sound to SoundSystem.
Also awesome Cmakeness.
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@@ -71,6 +71,12 @@ file(GLOB SOURCE_FILES_Game
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)
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source_group(Game FILES ${SOURCE_FILES_Game})
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file(GLOB SOURCE_FILES_Sound
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"${INCLUDE_PATH}/Sound/*.h"
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"Sound/*.cpp"
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)
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source_group(Sound FILES ${SOURCE_FILES_Sound})
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set(SOURCE_FILES
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${SOURCE_FILES_Core}
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${SOURCE_FILES_Core_Util}
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@@ -78,7 +84,8 @@ set(SOURCE_FILES
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Transform}
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${SOURCE_FILES_Physics}
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${SOURCE_FILES_Game})
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${SOURCE_FILES_Game}
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${SOURCE_FILES_Sound})
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if(CMAKE_COMPILER_IS_GNUCXX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
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@@ -16,18 +16,16 @@
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <Game/CBall.h>
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#include <Game/CBrick.h>
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#include <Game/CPad.h>
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#include "PrecompiledHeader.h"
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#include "Core/Sound.h"
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dd::Systems::Sound::~Sound()
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#include "PrecompiledHeader.h"
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#include "Sound/SoundSystem.h"
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dd::Systems::SoundSystem::~SoundSystem()
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{
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//alDeleteSources(1, m_Source);
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}
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void dd::Systems::Sound::Initialize()
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void dd::Systems::SoundSystem::Initialize()
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{ //initialize OpenAL
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ALCdevice* device = alcOpenDevice(NULL);
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ALCcontext* context;
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@@ -45,12 +43,12 @@ void dd::Systems::Sound::Initialize()
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alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
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//Subscribe to events
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EVENT_SUBSCRIBE_MEMBER(m_EContact, &Sound::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Sound::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &Sound::OnPlaySFX);
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EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &SoundSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySFX);
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}
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void dd::Systems::Sound::Update(double dt)
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void dd::Systems::SoundSystem::Update(double dt)
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{
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const ALfloat pos[3] = {0, 0, 0};
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alListenerfv(AL_POSITION, pos);
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@@ -58,7 +56,7 @@ void dd::Systems::Sound::Update(double dt)
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alSourcefv(m_Source, AL_POSITION, pos);
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}
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bool dd::Systems::Sound::OnPlaySFX(const dd::Events::PlaySFX &event)
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bool dd::Systems::SoundSystem::OnPlaySFX(const dd::Events::PlaySFX &event)
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{
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m_Source = CreateSource();
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ALuint buffer = LoadFile(event.path);
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@@ -67,7 +65,7 @@ bool dd::Systems::Sound::OnPlaySFX(const dd::Events::PlaySFX &event)
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alSourcePlay(m_Source);
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}
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bool dd::Systems::Sound::OnKeyDown(const dd::Events::KeyDown &event)
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bool dd::Systems::SoundSystem::OnKeyDown(const dd::Events::KeyDown &event)
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{
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// #define GLFW_KEY_S 83
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/*if (event.KeyCode == 83) {
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@@ -78,7 +76,7 @@ bool dd::Systems::Sound::OnKeyDown(const dd::Events::KeyDown &event)
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}
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}
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bool dd::Systems::Sound::OnContact(const dd::Events::Contact &event)
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bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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{
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int localBallEntID = 0;
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//Make sure a ball is colliding
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@@ -105,13 +103,13 @@ bool dd::Systems::Sound::OnContact(const dd::Events::Contact &event)
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collObject = event.Entity1;
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}
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/*auto collisionBrick = m_World->GetComponent<Components::Brick>(collObject);
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auto collisionBrick = m_World->GetComponent<Components::Brick>(collObject);
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if (collisionBrick != NULL) {
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dd::Events::PlaySFX e;
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e.path = "Sounds/Brick/brickBreak.wav";
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EventBroker->Publish(e);
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return true;
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}*/
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}
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auto collisionPad = m_World->GetComponent<Components::Pad>(collObject);
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if (collisionPad != NULL) {
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@@ -122,7 +120,7 @@ bool dd::Systems::Sound::OnContact(const dd::Events::Contact &event)
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}
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}
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ALuint dd::Systems::Sound::CreateSource()
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ALuint dd::Systems::SoundSystem::CreateSource()
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{
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ALuint source;
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alGenSources((ALuint)1, &source);
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@@ -130,7 +128,7 @@ ALuint dd::Systems::Sound::CreateSource()
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return source;
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}
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ALuint dd::Systems::Sound::LoadFile(std::string path)
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ALuint dd::Systems::SoundSystem::LoadFile(std::string path)
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{
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if (m_BufferCache.find(path) != m_BufferCache.end()) {
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return m_BufferCache[path];
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