Refactoring SoundSystem and its events, components
This commit is contained in:
@@ -1,7 +1,3 @@
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//
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// Created by Adam on 2015-09-17.
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//
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#ifndef COMPONENTS_CCOLLISIONSOUND_H__
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#define COMPONENTS_CCOLLISIONSOUND_H__
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@@ -9,17 +5,15 @@
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namespace dd
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{
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namespace Components
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{
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struct CollisionSound : public Component
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{
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std::string filePath;
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std::string FilePath;
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};
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}
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}
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#endif
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@@ -1,7 +1,3 @@
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//
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// Created by Adam on 2015-09-24.
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//
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#ifndef EVENTS_EMASTERVOLUME_H__
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#define EVENTS_EMASTERVOLUME_H__
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@@ -9,19 +5,17 @@
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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 MasterVolume : public Event
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{
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float gain = 1;
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float Gain = 1;
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//To determine what channel group to apply the change to.
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bool isAmbient = false;
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bool IsAmbient = false;
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};
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}
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}
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#endif
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@@ -1,24 +1,22 @@
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#ifndef Events_PlaySFX_h__
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#define Events_PlaySFX_h__
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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 isAmbient = false;
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std::string FilePath;
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float Gain = 1.f;
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float Pitch = 1.f;
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bool IsAmbient = false;
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};
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}
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}
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#endif
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@@ -8,16 +8,12 @@ namespace dd
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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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std::string FilePath;
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};
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}
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}
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#endif
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@@ -12,12 +12,17 @@ namespace dd
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class Sound : public Resource
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{
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friend class ResourceManager;
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public:
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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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Sound(std::string path);
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ALuint m_Buffer;
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std::string m_Path;
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//File-info
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char m_Type[4];
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unsigned long m_Size, m_ChunkSize;
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@@ -27,12 +32,8 @@ private:
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unsigned long m_DataSize;
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std::map<std::string, ALuint> m_BufferCache;
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ALuint LoadFile(std::string path);
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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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#endif
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+20
-21
@@ -1,61 +1,60 @@
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#ifndef DAYDREAM_SOUND_H
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#define DAYDREAM_SOUND_H
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#ifndef SYSTEMS_SOUNDSYSTEM_H__
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#define SYSTEMS_SOUNDSYSTEM_H__
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/ResourceManager.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 "Sound/EMasterVolume.h"
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#include "Sound/CCollisionSound.h"
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#include "Physics/EContact.h"
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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 "Sound/CCollisionSound.h"
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#include "Core/ResourceManager.h"
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namespace dd
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{
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namespace Systems
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{
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class SoundSystem : public System {
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public:
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SoundSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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~SoundSystem();
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void Initialize() override;
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void Update(double dt) override;
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private:
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float m_BGMMasterVolume = 1.f;
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float m_SFXMasterVolume = 1.f;
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std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
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std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
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ALCdevice* m_Device = nullptr;
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//Events
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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::StopSound> m_EStopSound;
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dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
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bool OnPlaySound(const dd::Events::PlaySound &event);
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//On contact: play the sound given in the CCOllisionSound.
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dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
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bool OnContact(const dd::Events::Contact &event);
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dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
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bool OnStopSound(const dd::Events::StopSound &event);
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dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
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bool OnMasterVolume(const dd::Events::MasterVolume &event);
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ALuint CreateSource();
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std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
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std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
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ALCdevice* m_Device;
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float m_BGMMasterVolume, m_SFXMasterVolume;
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};
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}
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}
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#endif //DAYDREAM_SOUND_H
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#endif
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@@ -263,7 +263,7 @@ void dd::OBJ::ParseMaterial()
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ParseColorMap(currentLine, ss, prefix, arg, colorMap);
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}
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// HACK: Should we really have to specify the full path here?
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// HACK: Should we really have to specify the full FilePath here?
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colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
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currentMaterial->DiffuseTexture = colorMap;
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continue;
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@@ -280,7 +280,7 @@ void dd::OBJ::ParseMaterial()
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ParseColorMap(currentLine, ss, prefix, arg, colorMap);
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}
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// HACK: Should we really have to specify the full path here?
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// HACK: Should we really have to specify the full FilePath here?
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colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
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currentMaterial->SpecularMap = colorMap;
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continue;
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@@ -297,7 +297,7 @@ void dd::OBJ::ParseMaterial()
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ParseBumpMap(currentLine, ss, prefix, arg, bumpMap);
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}
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// HACK: Should we really have to specify the full path here?
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// HACK: Should we really have to specify the full FilePath here?
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bumpMap.FileName = (m_MaterialPath.branch_path() / bumpMap.FileName).string();
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currentMaterial->NormalMap = bumpMap;
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continue;
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@@ -191,7 +191,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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//sound
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auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
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collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav";
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collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
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m_World->CommitEntity(brick);
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return;
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@@ -4,7 +4,7 @@
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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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};
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void dd::Systems::SoundSystem::Initialize()
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{
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@@ -19,41 +19,26 @@ void dd::Systems::SoundSystem::Initialize()
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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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//Probably unnecessary. vec3(0) probably default.
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const ALfloat pos[3] = {0, 0, 0};
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//alListenerfv(AL_POSITION, pos);
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m_SFXMasterVolume = 1.f;
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m_BGMMasterVolume = 1.f;
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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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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.isAmbient = true;
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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.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 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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dd::Events::MasterVolume e;
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e.isAmbient = true;
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e.gain = 1.f;
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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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@@ -63,7 +48,7 @@ void dd::Systems::SoundSystem::Update(double dt)
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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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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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@@ -89,7 +74,7 @@ ALuint dd::Systems::SoundSystem::CreateSource()
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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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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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@@ -99,21 +84,21 @@ bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
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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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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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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.volume * relativeVolume));
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alSourcef(source, AL_PITCH, event.pitch);
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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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@@ -123,53 +108,52 @@ bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
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bool dd::Systems::SoundSystem::OnStopSound(const dd::Events::StopSound &event)
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{
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//TODO: Delete sources for bgms
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ALuint itemToDelete;
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for (auto item : m_BGMSourcesToBuffers)
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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.path) {
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itemToDelete = item.first;
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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(itemToDelete);
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alDeleteSources(1, &itemToDelete);
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m_BGMSourcesToBuffers.erase(itemToDelete);
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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 because SFX's should be very short.
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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.path) {
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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 volume depend on the value given when stored.
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//TODO: .. now it ONLY uses the master volume
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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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//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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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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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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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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//On contact: play the sound given in the CCOllisionSound.
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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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@@ -182,18 +166,13 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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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/water-flowing.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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e.isAmbient = false;
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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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return true;
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}
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Block a user