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/*
This file is part of Minitrem.
Minitrem is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Minitrem is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Minitrem. If not, see <http://www.gnu.org/licenses/>.
*/
#include "common.hpp"
namespace audio {
static std::list<sf::Sound> playing_sounds;
static std::list<ambient_t*> ambient_sounds;
void sound_t::load(const char *path)
{
printf("load %s\n", path);
auto sound = sounds.emplace(sounds.end());
sound->loadFromFile(path);
}
void sound_t::play(void)
{
if (!sounds.size())
return;
auto sound = playing_sounds.emplace(playing_sounds.end());
sound->setBuffer(sounds[rand() % sounds.size()]);
sound->setVolume(volume * 100.0f);
sound->setRelativeToListener(true); // disable spatialization
sound->play();
}
void sound_t::play_3d(v2f_t x)
{
if (!sounds.size())
return;
auto sound = playing_sounds.emplace(playing_sounds.end());
sound->setBuffer(sounds[rand() % sounds.size()]);
sound->setVolume(volume * 100.0f);
sound->setPosition(x[0], x[1], 0.0f);
sound->play();
}
void ambient_t::load(const char *path)
{
printf("load %s\n", path);
sound.openFromFile(path);
sound.setLoop(true);
ambient_sounds.push_back(this);
}
void update(v3f_t camera, bool paused)
{
// update 3D settings
// the listener is looking down at the XY plane with +X pointing right
// and +Y pointing down
sf::Listener::setPosition(camera);
sf::Listener::setDirection(0.0f, 0.0f, -1.0f);
sf::Listener::setUpVector(0.0f, 1.0f, 0.0f);
// remove sounds that finished playing from playing_sounds
playing_sounds.remove_if( [](sf::Sound &sound) {
return sound.getStatus() == sf::Sound::Stopped;
});
// update ambient sounds (weights set by game)
for (ambient_t *ambient : ambient_sounds) {
v3f_t origin;
if (paused) {
if (ambient->playing) {
ambient->sound.stop();
ambient->playing = false;
}
continue;
}
if (!ambient->playing) {
ambient->sound.play();
ambient->playing = true;
}
origin[0] = ambient->origin[0];
origin[1] = ambient->origin[1];
origin[2] = 0.0f;
ambient->sound.setPosition(origin);
ambient->sound.setVolume(ambient->volume * ambient->weight * 100.0f);
}
}
} // namespace audio
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