#include "audio.h" Audio::Audio() { m_engine = irrklang::createIrrKlangDevice(); m_engine->setDopplerEffectParameters(10); m_engine->setRolloffFactor(2); m_engine->setDefault3DSoundMinDistance(.1); m_engine->setDefault3DSoundMaxDistance(1000); } Audio::Audio(const char * music, const char* menumusic) { m_engine = irrklang::createIrrKlangDevice(); m_engine->setDopplerEffectParameters(1); m_engine->setRolloffFactor(2); m_engine->setDefault3DSoundMinDistance(.1); m_engine->setDefault3DSoundMaxDistance(1000); m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING); m_menumusic = m_engine->play2D(menumusic, true, true, true, irrklang::ESM_STREAMING); m_music->setVolume(.5); m_menumusic->setVolume(.5); } Audio::~Audio() { if (m_music) m_music->drop(); if (m_menumusic) m_menumusic->drop(); if (m_engine) m_engine->drop(); } void Audio::playSound(const char* sound) { m_engine->play2D(sound); } 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)); } irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) { sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVolume(volume); return sound; } 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)); sound->setVolume(volume); } //void Audio::PlaySong(const char* music) { // m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING); //} 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; } void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); } float Audio::GetMusicVolume() const { return m_music->getVolume(); }