63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
#ifndef DAYDREAM_SOUND_H
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#define DAYDREAM_SOUND_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 "Sound.h"
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#include "Sound/EPlaySFX.h"
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#include "Physics/EContact.h"
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#include "Core/EventBroker.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 UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void Update(double dt) override;
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//void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
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//void OnComponentRemoved(std::string type, Component* component) override;
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//void PlaySound(Components::SoundEmitter* emitter, std::string path); // Use if you want to play a temporary .wav file not from component
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//void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter); // Use if you want to play .wav file from component
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//void StopSound(std::shared_ptr<Components::SoundEmitter> emitter);
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private:
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//Events
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dd::EventRelay<SoundSystem, dd::Events::PlaySFX> m_EPlaySFX;
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dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
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bool OnPlaySFX(const dd::Events::PlaySFX &event);
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bool OnContact(const dd::Events::Contact &event);
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ALuint LoadFile(std::string fileName);
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ALuint CreateSource();
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//std::map<Component*, ALuint> m_Sources;
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//Temp
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ALuint m_Source;
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};
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}
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}
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#endif //DAYDREAM_SOUND_H
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