SQCSimulator2023/SQCSim2021/audio.cpp

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#include "audio.h"
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Audio::Audio() {
m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setDefault3DSoundMaxDistance(1000);
}
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Audio::Audio(const char * music, const char* menumusic) {
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m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(1);
m_engine->setDefault3DSoundMaxDistance(100);
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m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
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m_menumusic = m_engine->play2D(menumusic, true, true, true, irrklang::ESM_STREAMING);
m_music->setVolume(.5);
m_menumusic->setVolume(.5);
m_mainvolume = 0.5f;
m_engine->setSoundVolume(m_mainvolume);
m_sfxvolume = 0.5f;
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}
Audio::~Audio() {
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if (m_music) m_music->drop();
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if (m_menumusic) m_menumusic->drop();
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if (m_engine) m_engine->drop();
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}
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void Audio::playSound(const char* name, float volume = 1.) {
irrklang::ISound* sfx = m_engine->play2D(name, false, true);
sfx->setVolume(volume);
sfx->setIsPaused(false);
m_sfxes.push_back(sfx);
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}
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void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
m_engine->setListenerPosition(irrklang::vec3df(pos.x, pos.y, pos.z),
irrklang::vec3df(dir.x, dir.y, dir.z),
irrklang::vec3df(vel.x, vel.y, vel.z));
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}
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irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
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sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, true, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
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sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
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sound->setVolume(volume);
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sound->setIsPaused(false);
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return sound;
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}
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void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {
sound->setPosition(irrklang::vec3df(pos.x, pos.y, pos.z));
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
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sound->setVolume(volume);
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}
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//void Audio::PlaySong(const char* music) {
// m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING);
//}
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void Audio::CleanupSFX() {
while (!m_sfxes.empty()) {
irrklang::ISound* sfx = m_sfxes.back();
if (sfx->isFinished()) {
sfx->drop(); // drop() fait deja la job du delete sfx.
}
else break;
m_sfxes.pop_back();
}
}
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void Audio::ToggleMusicState(GameState state) {
if (m_music_on) {
switch (state) {
case PLAY:
m_music->setIsPaused(false);
m_menumusic->setIsPaused(true);
break;
case PAUSE:
m_music->setIsPaused(true);
m_menumusic->setIsPaused(true);
break;
default:
m_music->setIsPaused(true);
m_menumusic->setIsPaused(false);
break;
}
}
else {
m_music->setIsPaused(true);
m_menumusic->setIsPaused(true);
}
}
void Audio::SetMusic(bool ison, GameState state) {
m_music_on = state;
if (!state) {
m_music->setIsPaused(true);
m_menumusic->setIsPaused(true);
}
else ToggleMusicState(state);
}
bool Audio::GetMusic() {
return m_music_on;
}
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void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
float Audio::GetMusicVolume() const {
return m_music->getVolume();
}
void Audio::SetMusicVolume(float volume) {
m_music->setVolume(volume);
m_menumusic->setVolume(volume);
}
float Audio::GetMainVolume() const {
return m_engine->getSoundVolume();
}
void Audio::SetMainVolume(float volume) {
m_engine->setSoundVolume(volume);
}
float Audio::GetSfxVolume() const {
return m_sfxvolume;
}
void Audio::SetSfxVolume(float volume) {
m_sfxvolume = volume;
}