lua: audio speakers manipulation functions
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@ -7,6 +7,15 @@
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inline const char* DEFAULT_CHANNEL = "regular";
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/// @brief audio.play_sound(
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/// name: string,
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/// x: number,
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/// y: number,
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/// z: number,
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/// volume: number,
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/// pitch: number,
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/// channel: string = "regular"
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/// )
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static int l_audio_play_sound(lua_State* L) {
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const char* name = lua_tostring(L, 1);
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lua::luanumber x = lua_tonumber(L, 2);
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@ -35,7 +44,100 @@ static int l_audio_play_sound(lua_State* L) {
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return 1;
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}
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/// @brief audio.stop(speakerid: integer) -> nil
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static int l_audio_stop(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr) {
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speaker->stop();
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}
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return 0;
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}
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/// @brief audio.pause(speakerid: integer) -> nil
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static int l_audio_pause(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr) {
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speaker->pause();
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}
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return 0;
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}
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/// @brief audio.resume(speakerid: integer) -> nil
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static int l_audio_resume(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr && speaker->isPaused()) {
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speaker->play();
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}
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return 0;
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}
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/// @brief audio.set_volume(speakerid: integer, value: number) -> nil
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static int l_audio_set_volume(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr) {
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lua::luanumber value = lua_tonumber(L, 2);
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speaker->setVolume(static_cast<float>(value));
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}
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return 0;
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}
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/// @brief audio.set_pitch(speakerid: integer, value: number) -> nil
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static int l_audio_set_pitch(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr) {
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lua::luanumber value = lua_tonumber(L, 2);
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speaker->setPitch(static_cast<float>(value));
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}
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return 0;
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}
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/// @brief audio.set_position(speakerid: integer, x: number, y: number, z: number) -> nil
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static int l_audio_set_position(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr) {
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lua::luanumber x = lua_tonumber(L, 2);
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lua::luanumber y = lua_tonumber(L, 3);
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lua::luanumber z = lua_tonumber(L, 4);
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speaker->setPosition(glm::vec3(
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static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z)
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));
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}
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return 0;
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}
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/// @brief audio.set_velocity(speakerid: integer, x: number, y: number, z: number) -> nil
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static int l_audio_set_velocity(lua_State* L) {
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lua::luaint id = lua_tonumber(L, 1);
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auto speaker = audio::get(id);
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if (speaker != nullptr) {
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lua::luanumber x = lua_tonumber(L, 2);
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lua::luanumber y = lua_tonumber(L, 3);
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lua::luanumber z = lua_tonumber(L, 4);
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speaker->setVelocity(glm::vec3(
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static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z)
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));
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}
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return 0;
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}
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const luaL_Reg audiolib [] = {
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{"play_sound", lua_wrap_errors<l_audio_play_sound>},
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{"stop", lua_wrap_errors<l_audio_stop>},
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{"pause", lua_wrap_errors<l_audio_pause>},
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{"resume", lua_wrap_errors<l_audio_resume>},
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{"set_volume", lua_wrap_errors<l_audio_set_volume>},
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{"set_pitch", lua_wrap_errors<l_audio_set_pitch>},
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{"set_position", lua_wrap_errors<l_audio_set_position>},
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{"set_velocity", lua_wrap_errors<l_audio_set_velocity>},
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{NULL, NULL}
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};
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