Merge remote-tracking branch 'origin/master' into Sound
Conflicts: src/game/Sound/SoundSystem.cpp
This commit is contained in:
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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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alcCloseDevice(m_Device);
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};
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void dd::Systems::SoundSystem::Initialize()
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{
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//initialize OpenAL
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m_Device = alcOpenDevice(NULL);
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ALCcontext* context;
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if (m_Device) {
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context = alcCreateContext(m_Device, NULL);
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alcMakeContextCurrent(context);
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}
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else {
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LOG_ERROR("OpenAL failed to initialize.");
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}
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alGetError();
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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_EPlaySFX, &SoundSystem::OnPlaySound);
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EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
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EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
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<<<<<<< HEAD
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.IsAmbient = 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.FilePath = "Sounds/BGM/water-flowing.wav";
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e.Gain = 0.3f;
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e.IsAmbient = true;
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EventBroker->Publish(e);
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}
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=======
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>>>>>>> origin/master
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}
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void dd::Systems::SoundSystem::Update(double dt)
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{
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//Clean up none-active sources
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//Only used for SFX's. BGM's are handled on stop sound.
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std::vector<ALuint> deleteList;
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for (auto& item : m_SFXSourcesToBuffers) {
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ALint sourceState;
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alGetSourcei(item.first, AL_SOURCE_STATE, &sourceState);
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if (sourceState == AL_STOPPED) {
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deleteList.push_back(item.first);
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}
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}
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for (int i = 0; i < deleteList.size(); i++) {
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alDeleteSources(1, &deleteList[i]);
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//alDeleteBuffers(1, &m_SourcesToBuffers[deleteList[i]]);
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m_SFXSourcesToBuffers.erase(deleteList[i]);
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}
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}
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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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return source;
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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.FilePath);
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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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ALuint buffer = sound->Buffer();
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alSourcei(source, AL_BUFFER, buffer);
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//Sound settings
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float relativeVolume = 1.f;
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if (event.IsAmbient) {
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alSourcei(source, AL_LOOPING, AL_TRUE);
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relativeVolume = m_BGMMasterVolume;
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m_BGMSourcesToBuffers[source] = sound;
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}
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else if (!event.IsAmbient)
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{
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m_SFXSourcesToBuffers[source] = sound;
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alSourcei(source, AL_LOOPING, AL_FALSE);
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relativeVolume = m_SFXMasterVolume;
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}
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alSourcef(source, AL_GAIN, (event.Gain * relativeVolume));
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alSourcef(source, AL_PITCH, event.Pitch);
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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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ALuint itemToDeleted;
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for (auto& item : m_BGMSourcesToBuffers)
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{
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if (item.second->Path() == event.FilePath) {
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itemToDeleted = item.first;
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break;
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}
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}
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alSourceStop(itemToDeleted);
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alDeleteSources(1, &itemToDeleted);
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m_BGMSourcesToBuffers.erase(itemToDeleted);
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//Should not happen because SFX's should be very short.
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for (auto item : m_SFXSourcesToBuffers)
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{
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if (item.second->Path() == event.FilePath) {
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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::OnMasterVolume(const dd::Events::MasterVolume &event)
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{
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//TODO: Make the Gain depend on the value given when stored.
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//TODO: .. now it ONLY uses the master Gain
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if (event.IsAmbient) {
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m_BGMMasterVolume = event.Gain;
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for (auto& item : m_BGMSourcesToBuffers)
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{
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alSourcef(item.first, AL_GAIN, event.Gain);
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}
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return true;
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}
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else if (!event.IsAmbient) {
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m_SFXMasterVolume = event.Gain;
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for (auto& item : m_SFXSourcesToBuffers)
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{
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alSourcef(item.first, AL_GAIN, event.Gain);
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}
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return true;
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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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//Send play-sound event
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dd::Events::PlaySound e;
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e.FilePath = collisionSound->FilePath;
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e.IsAmbient = false;
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EventBroker->Publish(e);
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return true;
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}
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