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285 lines
7.9 KiB
285 lines
7.9 KiB
1 year ago
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/*
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olcPGEX_AudioListener.h
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| AudioListener v1.0 |
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+-------------------------------------------------------------+
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What is this?
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~~~~~~~~~~~~~
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This is an extension to the olcPixelGameEngine v2.16 and above.
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Its purpose is to allow audio integration into PGE which is
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compatible with Emscripten for Web applications also.
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Unlike my other extensions, this one requires some external
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libraries and additional setup (refer to github for instructions).
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In addition to the libraries the following files are required:
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olcPGEX_AudioListener.h (this file)
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olcPGEX_AudioSource.h
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These can be found in the github repo as well...
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What it can do:
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~~~~~~~~~~~~~~~
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Play Audio!
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Using SDL2 as a backend and SoLoud as a frontend, this extension allows you
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to easily load and manipulate sound in a way that is cross platform and also
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has web support (using emscripten for PGE).
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In addition to the standard PLAY, PAUSE, and STOP controls you can also adjust
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VOLUME settings and MODULATION (playback speed).
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WAV and OGG are supported on most backends, however MP3 is also supported by
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SoLoud and SDL2 (even inside the web browser!).
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Limitations:
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~~~~~~~~~~~~
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Requires SDL2, SDL2_Mixer, and SoLoud libraries be installed and linked
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successfully (detailed instructions on the github repo).
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How Does It Work?
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~~~~~~~~~~~~~~~~~
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Once you have followed the setup instructions on the github repo and
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successfully compiled the test program you are ready to follow these
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instructions...
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Add the following defines / includes underneath your olcPixelGameEngine
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include:
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#define AUDIO_LISTENER_IMPLEMENTATION
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#include "olcPGEX_AudioListener.h"
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#define AUDIO_SOURCE_IMPLEMENTATION
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#include "olcPGEX_AudioSource.h"
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(Order matters here, they must be included exactly as above!)
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In your declarations add exactly (1) AudioListener
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olcPGEX_AudioListener AL{};
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(Note: Currently, only 1 instance of an AudioListener is permitted)
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Now add at least (1) AudioSource (you will eventually add many of these)
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olcPGEX_AudioSource AS_Test{};
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In the OnUserCreate function you must now initialise the AudioListener
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AL.AudioSystemInit();
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Next we can assign our AudioListener to our AudioSource and load an audio file
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AS_Test.AL = &game.AL;
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AS_Test.LoadAudioSample(1, "./assets/mus/Test.mp3");
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This assumes you have an MP3 file called "Test.mp3" in the listed folder in your
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project directory. Also note the ID is set to "1" in this example. It is recommended
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that you assign labels to your audio files as IDs instead so you can more easily
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keep track of them. For example
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enum AUDIO
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{
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NULL_SND = 0, // used as a default case
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TEST_SND = 1,
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// add other sounds here
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};
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AS_Test.LoadAudioSample(TEST_SND, "./assets/mus/Test.mp3");
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This way you can easily refer to your sound without having to remember the integer
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value you assigned it in the beginning...
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Now all that is left to do is play the sound...
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In OnUserUpdate we can play / stop the sound using the SPACEBAR like so
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if (GetKey(olc::Key::SPACE).bPressed)
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{
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if (AS_Test.bIsPlaying)
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AS_Test.Stop();
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else
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AS_Test.Play();
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}
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Those are the basics... other features can be accessed in much the same way.
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Enjoy!
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2019 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Author
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~~~~~~
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Justin Richards
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*/
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#pragma once
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#ifndef OLC_PGEX_AUDIO_LISTENER
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#define OLC_PGEX_AUDIO_LISTENER
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#include "soloud.h"
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#include "soloud_wav.h"
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class olcPGEX_AudioListener : public olc::PGEX
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{
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public:
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// Struct to keep the Audio Sample data together
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struct sAudioSample
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{
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sAudioSample(int ID, SoLoud::Wav* wavPtr)
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{
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nSampleID = ID;
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wav = wavPtr;
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}
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int nSampleID;
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SoLoud::Wav* wav;
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};
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// SoLoud Audio Engine Object
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SoLoud::Soloud soloud;
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// Position used for volume calculations
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olc::vf2d vecPos = { 0.0f, 0.0f };
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// Global volume settings
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float fMusicVolume = 0.2f;
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float fSoundFXVolume = 0.4f;
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bool bMusicOn = true;
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bool bSoundOn = true;
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// Vector of Audio Samples
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std::vector<sAudioSample> audioSamples;
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std::list<SoLoud::Wav> wavs;
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// Initialise the Audio Engine, and Destroy it when done
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void AudioSystemInit();
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void AudioSystemDestroy();
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// Load a file and store it in the list of wavs
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void LoadAudioSample(int ID, const char* fileName);
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// Identify a particular Audio Sample based on its ID
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sAudioSample* GetAudioSampleByID(int ID);
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// Update the spacial position of the Audio Listener
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void UpdatePosition(olc::vf2d pos);
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// Calculate distance between listener and source
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float GetDistance(olc::vf2d sourcePos, bool returnRoot = true);
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};
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#ifdef AUDIO_LISTENER_IMPLEMENTATION
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#undef AUDIO_LISTENER_IMPLEMENTATION
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void olcPGEX_AudioListener::AudioSystemInit()
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{
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// Initialise the SoLoud backend
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soloud.init();
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}
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void olcPGEX_AudioListener::AudioSystemDestroy()
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{
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// Clean up the SoLoud engine
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soloud.deinit();
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}
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void olcPGEX_AudioListener::LoadAudioSample(int ID, const char* fileName)
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{
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// Search for any matching IDs
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for (auto& a : audioSamples)
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if (a.nSampleID == ID) return; // Audio Sample is already loaded, no need to load the same file twice!
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// Add a new wav to the list of wavs and get a pointer to it
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wavs.push_back(SoLoud::Wav());
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SoLoud::Wav* wavPtr = &wavs.back();
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// Use the pointer to load the file into the back of the wav list
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wavPtr->load(fileName);
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// Create a new Audio sample object in the vector of samples that links both the ID and wav file itself, for convenience
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audioSamples.emplace_back(sAudioSample(ID, wavPtr));
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}
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olcPGEX_AudioListener::sAudioSample* olcPGEX_AudioListener::GetAudioSampleByID(int ID)
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{
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// Look for matching IDs
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for (auto& a : audioSamples)
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if (ID == a.nSampleID) return &a; // Match found! Return it...
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// No match found, need to return a reference so we return the first sample in the list
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return &audioSamples[0];
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}
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void olcPGEX_AudioListener::UpdatePosition(olc::vf2d pos)
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{
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// Position
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vecPos = pos;
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}
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float olcPGEX_AudioListener::GetDistance(olc::vf2d sourcePos, bool returnRoot)
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{
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// Return the distance via square root if needed, or the squared version when optimisation is possible
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if (returnRoot)
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return sqrtf(abs(sourcePos.x * sourcePos.x - vecPos.x * vecPos.x) + abs(sourcePos.y * sourcePos.y - vecPos.y * vecPos.y));
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else
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return abs(sourcePos.x * sourcePos.x - vecPos.x * vecPos.x) + abs(sourcePos.y * sourcePos.y - vecPos.y * vecPos.y);
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}
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#endif // AUDIO_LISTENER_IMPLEMENTATION
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#endif
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