Refactoring SoundSystem and its events, components

This commit is contained in:
Stiffly
2015-09-28 17:59:57 +02:00
parent 0e6fcfb2ba
commit f10749d220
9 changed files with 77 additions and 116 deletions
+1 -7
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@@ -1,7 +1,3 @@
//
// Created by Adam on 2015-09-17.
//
#ifndef COMPONENTS_CCOLLISIONSOUND_H__
#define COMPONENTS_CCOLLISIONSOUND_H__
@@ -9,17 +5,15 @@
namespace dd
{
namespace Components
{
struct CollisionSound : public Component
{
std::string filePath;
std::string FilePath;
};
}
}
#endif
+2 -8
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@@ -1,7 +1,3 @@
//
// Created by Adam on 2015-09-24.
//
#ifndef EVENTS_EMASTERVOLUME_H__
#define EVENTS_EMASTERVOLUME_H__
@@ -9,19 +5,17 @@
namespace dd
{
namespace Events
{
struct MasterVolume : public Event
{
float gain = 1;
float Gain = 1;
//To determine what channel group to apply the change to.
bool isAmbient = false;
bool IsAmbient = false;
};
}
}
#endif
+6 -8
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@@ -1,24 +1,22 @@
#ifndef Events_PlaySFX_h__
#define Events_PlaySFX_h__
#ifndef EVENTS_PLAYSFX_H__
#define EVENTS_PLAYSFX_H__
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct PlaySound : Event
{
std::string path;
float volume = 1.f;
float pitch = 1.f;
bool isAmbient = false;
std::string FilePath;
float Gain = 1.f;
float Pitch = 1.f;
bool IsAmbient = false;
};
}
}
#endif
+1 -5
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@@ -8,16 +8,12 @@ namespace dd
namespace Events
{
struct StopSound : public Event
{
std::string path;
std::string FilePath;
};
}
}
#endif
+5 -4
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@@ -12,12 +12,17 @@ namespace dd
class Sound : public Resource
{
friend class ResourceManager;
public:
ALuint Buffer() { return m_Buffer; };
std::string Path() { return m_Path; };
private:
Sound(std::string path);
ALuint m_Buffer;
std::string m_Path;
//File-info
char m_Type[4];
unsigned long m_Size, m_ChunkSize;
@@ -27,12 +32,8 @@ private:
unsigned long m_DataSize;
std::map<std::string, ALuint> m_BufferCache;
ALuint LoadFile(std::string path);
ALuint m_Buffer;
std::string m_Path;
};
}
#endif
+20 -21
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@@ -1,61 +1,60 @@
#ifndef DAYDREAM_SOUND_H
#define DAYDREAM_SOUND_H
#ifndef SYSTEMS_SOUNDSYSTEM_H__
#define SYSTEMS_SOUNDSYSTEM_H__
#include "AL/al.h"
#include "AL/alc.h"
#include "Core/System.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ResourceManager.h"
#include "Sound.h"
#include "Sound/EPlaySound.h"
#include "Sound/EStopSound.h"
#include "Sound/EMasterVolume.h"
#include "Sound/CCollisionSound.h"
#include "Physics/EContact.h"
#include "Game/CBall.h"
#include "Game/CBrick.h"
#include "Game/CPad.h"
#include "Sound/CCollisionSound.h"
#include "Core/ResourceManager.h"
namespace dd
{
namespace Systems
{
class SoundSystem : public System {
public:
SoundSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { }
~SoundSystem();
void Initialize() override;
void Update(double dt) override;
private:
float m_BGMMasterVolume = 1.f;
float m_SFXMasterVolume = 1.f;
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
ALCdevice* m_Device = nullptr;
//Events
dd::EventRelay<SoundSystem, dd::Events::PlaySound> m_EPlaySFX;
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
bool OnPlaySound(const dd::Events::PlaySound &event);
//On contact: play the sound given in the CCOllisionSound.
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
bool OnContact(const dd::Events::Contact &event);
dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
bool OnStopSound(const dd::Events::StopSound &event);
dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
bool OnMasterVolume(const dd::Events::MasterVolume &event);
ALuint CreateSource();
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
ALCdevice* m_Device;
float m_BGMMasterVolume, m_SFXMasterVolume;
};
}
}
#endif //DAYDREAM_SOUND_H
#endif
+3 -3
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@@ -263,7 +263,7 @@ void dd::OBJ::ParseMaterial()
ParseColorMap(currentLine, ss, prefix, arg, colorMap);
}
// HACK: Should we really have to specify the full path here?
// HACK: Should we really have to specify the full FilePath here?
colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
currentMaterial->DiffuseTexture = colorMap;
continue;
@@ -280,7 +280,7 @@ void dd::OBJ::ParseMaterial()
ParseColorMap(currentLine, ss, prefix, arg, colorMap);
}
// HACK: Should we really have to specify the full path here?
// HACK: Should we really have to specify the full FilePath here?
colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
currentMaterial->SpecularMap = colorMap;
continue;
@@ -297,7 +297,7 @@ void dd::OBJ::ParseMaterial()
ParseBumpMap(currentLine, ss, prefix, arg, bumpMap);
}
// HACK: Should we really have to specify the full path here?
// HACK: Should we really have to specify the full FilePath here?
bumpMap.FileName = (m_MaterialPath.branch_path() / bumpMap.FileName).string();
currentMaterial->NormalMap = bumpMap;
continue;
+1 -1
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@@ -191,7 +191,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
//sound
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav";
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
m_World->CommitEntity(brick);
return;
+38 -59
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@@ -4,7 +4,7 @@
dd::Systems::SoundSystem::~SoundSystem()
{
alcCloseDevice(m_Device);
}
};
void dd::Systems::SoundSystem::Initialize()
{
@@ -19,41 +19,26 @@ void dd::Systems::SoundSystem::Initialize()
else {
LOG_ERROR("OpenAL failed to initialize.");
}
alGetError();
//Probably unnecessary. vec3(0) probably default.
const ALfloat pos[3] = {0, 0, 0};
//alListenerfv(AL_POSITION, pos);
m_SFXMasterVolume = 1.f;
m_BGMMasterVolume = 1.f;
//Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySound);
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
//Todo: Move this
{
dd::Events::PlaySound e;
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
e.isAmbient = true;
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
e.IsAmbient = true;
EventBroker->Publish(e);
}
{
dd::Events::PlaySound e;
e.path = "Sounds/BGM/water-flowing.wav";
e.volume = 0.3f;
e.isAmbient = true;
EventBroker->Publish(e);
}
{
dd::Events::MasterVolume e;
e.isAmbient = true;
e.gain = 1.f;
e.FilePath = "Sounds/BGM/water-flowing.wav";
e.Gain = 0.3f;
e.IsAmbient = true;
EventBroker->Publish(e);
}
}
@@ -63,7 +48,7 @@ void dd::Systems::SoundSystem::Update(double dt)
//Clean up none-active sources
//Only used for SFX's. BGM's are handled on stop sound.
std::vector<ALuint> deleteList;
for (auto item : m_SFXSourcesToBuffers) {
for (auto& item : m_SFXSourcesToBuffers) {
ALint sourceState;
alGetSourcei(item.first, AL_SOURCE_STATE, &sourceState);
if (sourceState == AL_STOPPED) {
@@ -89,7 +74,7 @@ ALuint dd::Systems::SoundSystem::CreateSource()
bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
{
//Loading and binding sound buffer to source
Sound *sound = ResourceManager::Load<Sound>(event.path);
Sound *sound = ResourceManager::Load<Sound>(event.FilePath);
if (sound == nullptr) {
return false;
}
@@ -99,21 +84,21 @@ bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
//Sound settings
float relativeVolume = 1.f;
if (event.isAmbient) {
if (event.IsAmbient) {
alSourcei(source, AL_LOOPING, AL_TRUE);
relativeVolume = m_BGMMasterVolume;
m_BGMSourcesToBuffers[source] = sound;
}
else if (!event.isAmbient)
else if (!event.IsAmbient)
{
m_SFXSourcesToBuffers[source] = sound;
alSourcei(source, AL_LOOPING, AL_FALSE);
relativeVolume = m_SFXMasterVolume;
}
alSourcef(source, AL_GAIN, (event.volume * relativeVolume));
alSourcef(source, AL_PITCH, event.pitch);
alSourcef(source, AL_GAIN, (event.Gain * relativeVolume));
alSourcef(source, AL_PITCH, event.Pitch);
//Play
@@ -123,53 +108,52 @@ bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
bool dd::Systems::SoundSystem::OnStopSound(const dd::Events::StopSound &event)
{
//TODO: Delete sources for bgms
ALuint itemToDelete;
for (auto item : m_BGMSourcesToBuffers)
ALuint itemToDeleted;
for (auto& item : m_BGMSourcesToBuffers)
{
if (item.second->Path() == event.path) {
itemToDelete = item.first;
if (item.second->Path() == event.FilePath) {
itemToDeleted = item.first;
break;
}
}
alSourceStop(itemToDelete);
alDeleteSources(1, &itemToDelete);
m_BGMSourcesToBuffers.erase(itemToDelete);
alSourceStop(itemToDeleted);
alDeleteSources(1, &itemToDeleted);
m_BGMSourcesToBuffers.erase(itemToDeleted);
//Should not because SFX's should be very short.
//Should not happen because SFX's should be very short.
for (auto item : m_SFXSourcesToBuffers)
{
if (item.second->Path() == event.path) {
if (item.second->Path() == event.FilePath) {
alSourceStop(item.first);
return true;
}
}
return false;
}
bool dd::Systems::SoundSystem::OnMasterVolume(const dd::Events::MasterVolume &event)
{
//TODO: Make the volume depend on the value given when stored.
//TODO: .. now it ONLY uses the master volume
if (event.isAmbient) {
m_BGMMasterVolume = event.gain;
for (auto item : m_BGMSourcesToBuffers)
//TODO: Make the Gain depend on the value given when stored.
//TODO: .. now it ONLY uses the master Gain
if (event.IsAmbient) {
m_BGMMasterVolume = event.Gain;
for (auto& item : m_BGMSourcesToBuffers)
{
alSourcef(item.first, AL_GAIN, event.gain);
alSourcef(item.first, AL_GAIN, event.Gain);
}
return true;
}
else if (!event.isAmbient) {
m_SFXMasterVolume = event.gain;
for (auto item : m_SFXSourcesToBuffers)
else if (!event.IsAmbient) {
m_SFXMasterVolume = event.Gain;
for (auto& item : m_SFXSourcesToBuffers)
{
alSourcef(item.first, AL_GAIN, event.gain);
alSourcef(item.first, AL_GAIN, event.Gain);
}
return true;
}
return false;
}
//On contact: play the sound given in the CCOllisionSound.
bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
{
//Check which entity has the collisionSound component.
@@ -182,18 +166,13 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
}
}
{
dd::Events::StopSound e;
e.path = "Sounds/BGM/water-flowing.wav";
EventBroker->Publish(e);
}
//Send play-sound event
dd::Events::PlaySound e;
e.path = collisionSound->filePath;
e.isAmbient = false;
e.FilePath = collisionSound->FilePath;
e.IsAmbient = false;
EventBroker->Publish(e);
//return true;
return true;
}