#include "audio.h" Audio::Audio() { m_engine = irrklang::createIrrKlangDevice(); m_engine->setDopplerEffectParameters(1); m_engine->setRolloffFactor(1); m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMaxDistance(1000); } Audio::Audio(const char * music) { m_engine = irrklang::createIrrKlangDevice(); m_engine->setDopplerEffectParameters(1); m_engine->setRolloffFactor(1); m_engine->setDefault3DSoundMinDistance(1); m_engine->setDefault3DSoundMaxDistance(1000); m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING); } Audio::~Audio() { if (m_music) m_music->drop(); if (m_engine) m_engine->drop(); } 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)); } void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) { sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVolume(volume); } 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, true, true, true, irrklang::ESM_STREAMING); } void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); } void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }