SQCSimulator2023/SQCSim2021/audio.cpp
2023-12-13 10:55:58 -05:00

97 lines
2.7 KiB
C++

#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();
}