audio::play
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58661a94a6
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@ -61,6 +61,14 @@ void ALSpeaker::setPitch(float pitch) {
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AL_CHECK(alSourcef(source, AL_PITCH, pitch));
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}
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bool ALSpeaker::isLoop() const {
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return AL::getSourcei(source, AL_LOOPING) == AL_TRUE;
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}
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void ALSpeaker::setLoop(bool loop) {
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AL_CHECK(alSourcei(source, AL_LOOPING, loop ? AL_TRUE : AL_FALSE));
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}
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void ALSpeaker::play() {
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AL_CHECK(alSourcePlay(source));
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}
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@ -240,5 +248,4 @@ void ALAudio::setListener(glm::vec3 position, glm::vec3 velocity, glm::vec3 at,
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}
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void ALAudio::update(double delta) {
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}
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@ -58,6 +58,9 @@ namespace audio {
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float getPitch() const override;
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void setPitch(float pitch) override;
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bool isLoop() const override;
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void setLoop(bool loop) override;
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void play() override;
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void pause() override;
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void stop() override;
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@ -6,35 +6,100 @@
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#include "NoAudio.h"
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namespace audio {
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extern Backend* backend;
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static speakerid_t nextId = 1;
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static Backend* backend;
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static std::unordered_map<speakerid_t, std::unique_ptr<Speaker>> speakers;
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}
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audio::Backend* audio::backend = nullptr;
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using namespace audio;
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void audio::initialize(bool enabled) {
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if (enabled) {
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audio::backend = ALAudio::create();
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backend = ALAudio::create();
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}
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if (audio::backend == nullptr) {
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if (backend == nullptr) {
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std::cerr << "could not to initialize audio" << std::endl;
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audio::backend = NoAudio::create();
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backend = NoAudio::create();
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}
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}
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Sound* audio::createSound(std::shared_ptr<PCM> pcm, bool keepPCM) {
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return backend->createSound(pcm, keepPCM);
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}
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void audio::setListener(
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glm::vec3 position,
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glm::vec3 velocity,
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glm::vec3 lookAt,
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glm::vec3 up
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) {
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audio::backend->setListener(position, velocity, lookAt, up);
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backend->setListener(position, velocity, lookAt, up);
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}
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void remove_lower_priority_speaker(int priority) {
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for (auto it = speakers.begin(); it != speakers.end();) {
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if (it->second->getPriority() < priority && it->second->isPaused()) {
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speakers.erase(it);
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return;
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}
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it++;
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}
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for (auto it = speakers.begin(); it != speakers.end();) {
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if (it->second->getPriority() < priority) {
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speakers.erase(it);
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return;
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}
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it++;
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}
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}
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speakerid_t audio::play(
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Sound* sound,
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glm::vec3 position,
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float volume,
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float pitch,
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bool loop,
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int priority
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) {
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Speaker* speaker = sound->newInstance(priority);
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if (speaker == nullptr) {
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remove_lower_priority_speaker(priority);
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speaker = sound->newInstance(priority);
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}
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if (speaker == nullptr) {
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return 0;
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}
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speakerid_t id = nextId++;
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speakers[id].reset(speaker);
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speaker->setPosition(position);
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speaker->setVolume(volume);
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speaker->setPitch(pitch);
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speaker->setLoop(loop);
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speaker->play();
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return id;
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}
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Speaker* audio::get(speakerid_t id) {
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auto found = speakers.find(id);
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if (found == speakers.end()) {
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return nullptr;
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}
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return found->second.get();
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}
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void audio::update(double delta) {
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audio::backend->update(delta);
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backend->update(delta);
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for (auto it = speakers.begin(); it != speakers.end();) {
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if (it->second->isStopped()) {
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speakers.erase(it);
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} else {
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it++;
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}
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}
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}
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void audio::close() {
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delete audio::backend;
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audio::backend = nullptr;
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delete backend;
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backend = nullptr;
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}
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@ -11,8 +11,13 @@ namespace audio {
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/// @brief duration unit is second
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using duration_t = float;
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constexpr inline int PRIORITY_LOW = 0;
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constexpr inline int PRIORITY_NORMAL = 5;
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constexpr inline int PRIORITY_HIGH = 10;
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class Speaker;
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/// @brief Audio speaker states
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enum class State {
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playing,
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paused,
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@ -84,6 +89,14 @@ namespace audio {
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/// @param pitch new pitch multiplier (must be positive)
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virtual void setPitch(float pitch) = 0;
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/// @brief Check if speaker audio is in loop
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/// @return true if audio is in loop
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virtual bool isLoop() const = 0;
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/// @brief Enable/disable audio loop
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/// @param loop loop mode
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virtual void setLoop(bool loop) = 0;
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/// @brief Play, replay or resume audio
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virtual void play() = 0;
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@ -120,6 +133,14 @@ namespace audio {
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/// @brief Get speaker priority
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/// @return speaker priority value
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virtual int getPriority() const = 0;
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inline constexpr bool isPaused() const {
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return getState() == State::paused;
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}
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inline constexpr bool isStopped() const {
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return getState() == State::stopped;
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}
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};
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class Backend {
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@ -160,6 +181,26 @@ namespace audio {
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glm::vec3 lookAt,
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glm::vec3 up
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);
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/// @brief Play 3D sound in the world
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/// @param sound target sound
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/// @param position sound world position
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/// @param volume sound volume [0.0-1.0]
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/// @param pitch sound pitch multiplier [0.0-...]
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/// @param loop loop sound
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/// @param priority sound priority
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/// (PRIORITY_LOW, PRIORITY_NORMAL, PRIORITY_HIGH)
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/// @return speaker id or 0
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extern speakerid_t play(
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Sound* sound,
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glm::vec3 position,
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float volume,
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float pitch,
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bool loop,
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int priority
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);
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extern Speaker* get(speakerid_t id);
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/// @brief Update audio streams and sound instanced
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/// @param delta time since the last update (seconds)
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@ -121,6 +121,8 @@ void Engine::mainloop() {
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assert(screen != nullptr);
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updateTimers();
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updateHotkeys();
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audio::update(delta);
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gui->act(delta);
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screen->update(delta);
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