Correction shader + autres choses
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@@ -1,14 +1,47 @@
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#include "audio.h"
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Audio::Audio() { m_WavEngine = irrklang::createIrrKlangDevice(); }
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irrklang::vec3df Audio::convertVector(Vector3f& vec) const { return irrklang::vec3df(vec.x, vec.y, vec.z); };
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Audio::~Audio() { m_WavEngine->drop(); }
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bool Audio::GetState() const { return m_state; }
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void Audio::SetState(bool state) {
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if (state)
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m_WavEngine->play2D(AUDIO_PATH "music01.wav", true);
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else m_WavEngine->stopAllSounds();
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m_state = state;
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Audio::Audio() {
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m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
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m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setDefault3DSoundMaxDistance(1000);
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}
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Audio::Audio(const char * music) {
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m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
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m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setDefault3DSoundMaxDistance(1000);
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m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
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}
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Audio::~Audio() {
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m_music->drop();
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m_engine->drop();
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}
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void Audio::Update3DAudio(Vector3f& pos, Vector3f& dir, Vector3f& speed) {
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m_engine->setListenerPosition(convertVector(pos),
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convertVector(dir),
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convertVector(speed));
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}
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void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f& pos, Vector3f& speed, float volume = 1) {
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sound = m_engine->play3D(name, convertVector(pos), true, false, true, irrklang::ESM_NO_STREAMING, true);
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sound->setVelocity(convertVector(speed));
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sound->setVolume(volume);
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}
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void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& speed, float volume = 1) {
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sound->setPosition(convertVector(pos));
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sound->setVelocity(convertVector(speed));
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sound->setVolume(volume);
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}
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void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
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void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
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