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