Gossage de musique
This commit is contained in:
		| @@ -302,7 +302,7 @@ void Server::Run() { | |||||||
|  |  | ||||||
| 					for (auto& bull : conn->Bullets) { | 					for (auto& bull : conn->Bullets) { | ||||||
| 						bullets.emplace_back(bull); | 						bullets.emplace_back(bull); | ||||||
| 						Log("POW!", false, false); | 						//Log("POW!", false, false); | ||||||
| 						BulletAdd* nbul = new BulletAdd(); | 						BulletAdd* nbul = new BulletAdd(); | ||||||
| 						nbul->pos = bull->getPos(); | 						nbul->pos = bull->getPos(); | ||||||
| 						nbul->dir = bull->getVel(); | 						nbul->dir = bull->getVel(); | ||||||
|   | |||||||
| @@ -14,7 +14,7 @@ Audio::Audio(const char * music) { | |||||||
| 	m_engine->setRolloffFactor(2); | 	m_engine->setRolloffFactor(2); | ||||||
| 	m_engine->setDefault3DSoundMinDistance(.1); | 	m_engine->setDefault3DSoundMinDistance(.1); | ||||||
| 	m_engine->setDefault3DSoundMaxDistance(1000); | 	m_engine->setDefault3DSoundMaxDistance(1000); | ||||||
| 	m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING); | 	m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING); | ||||||
| } | } | ||||||
|  |  | ||||||
| Audio::~Audio() {  | Audio::~Audio() {  | ||||||
|   | |||||||
| @@ -36,7 +36,7 @@ void Engine::Init() { | |||||||
| 	// Objet de skybox avec sa propre texture et son propre shader! | 	// Objet de skybox avec sa propre texture et son propre shader! | ||||||
| 	m_skybox.Init(0.2f); | 	m_skybox.Init(0.2f); | ||||||
| 	// Objet de musique! | 	// Objet de musique! | ||||||
| 	m_audio.ToggleMusicState(); | 	//m_menuaudio.ToggleMusicState(); | ||||||
| 	 | 	 | ||||||
| 	// Array pour les balles. | 	// Array pour les balles. | ||||||
| 	for (int x = 0; x < MAX_BULLETS; ++x) { | 	for (int x = 0; x < MAX_BULLETS; ++x) { | ||||||
| @@ -1236,6 +1236,8 @@ void Engine::Render(float elapsedTime) { | |||||||
| 			if (StartMultiplayerGame()) { | 			if (StartMultiplayerGame()) { | ||||||
| 				std::cout << "Starting multiplayer game reached" << std::endl; | 				std::cout << "Starting multiplayer game reached" << std::endl; | ||||||
| 				m_gamestate = GameState::PLAY; | 				m_gamestate = GameState::PLAY; | ||||||
|  | 				//m_menuaudio.ToggleMusicState(); | ||||||
|  | 				m_audio.ToggleMusicState(); | ||||||
| 				m_startTime = std::chrono::high_resolution_clock::now(); | 				m_startTime = std::chrono::high_resolution_clock::now(); | ||||||
| 			} | 			} | ||||||
| 			else { | 			else { | ||||||
| @@ -1672,7 +1674,8 @@ void Engine::KeyPressEvent(unsigned char key) { | |||||||
| 		else if (m_gamestate == GameState::PAUSE) { | 		else if (m_gamestate == GameState::PAUSE) { | ||||||
| 			m_gamestate = GameState::PLAY; | 			m_gamestate = GameState::PLAY; | ||||||
| 		} | 		} | ||||||
| 		//Stop(); | 		//m_menuaudio.ToggleMusicState(); | ||||||
|  | 		m_audio.ToggleMusicState(); | ||||||
| 		break; | 		break; | ||||||
| 	case 57: // Space - Sauter | 	case 57: // Space - Sauter | ||||||
| 		if (!m_keySpace) { | 		if (!m_keySpace) { | ||||||
| @@ -1762,7 +1765,7 @@ void Engine::KeyReleaseEvent(unsigned char key) { | |||||||
| 		m_keyL = false; | 		m_keyL = false; | ||||||
| 		break; | 		break; | ||||||
| 	case 12: // M - Toggle music | 	case 12: // M - Toggle music | ||||||
| 		m_audio.ToggleMusicState(); | 		//m_audio.ToggleMusicState(); | ||||||
| 		break; | 		break; | ||||||
| 	case 15: | 	case 15: | ||||||
| 		for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). | 		for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). | ||||||
|   | |||||||
| @@ -86,7 +86,8 @@ private: | |||||||
|     char SimulateKeyboard(unsigned char key); |     char SimulateKeyboard(unsigned char key); | ||||||
|     void HandlePlayerInput(float elapsedTime); |     void HandlePlayerInput(float elapsedTime); | ||||||
|  |  | ||||||
|     Audio m_audio = Audio(AUDIO_PATH "start.wav"); |     //udio m_menuaudio = Audio(AUDIO_PATH "menumusic.wav"); | ||||||
|  |     Audio m_audio = Audio(AUDIO_PATH "music01.wav"); | ||||||
|     irrklang::ISound* m_powpow, * m_scream; |     irrklang::ISound* m_powpow, * m_scream; | ||||||
|     irrklang::ISound* m_whoosh[MAX_BULLETS]; |     irrklang::ISound* m_whoosh[MAX_BULLETS]; | ||||||
|  |  | ||||||
|   | |||||||
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