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224 lines
6.3 KiB
224 lines
6.3 KiB
/*
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olcPGEX_AudioSource.h
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| AudioSource 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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It is to be used in conjunction with olcPGEX_AudioListener.h.
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A detailed description and instructions can be found in that
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header file, please refer to it instead :-)
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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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#ifndef OLC_PGEX_AUDIO_SOURCE
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#define OLC_PGEX_AUDIO_SOURCE
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#pragma once
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#include "olcPGEX_AudioListener.h"
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class olcPGEX_AudioSource : public olc::PGEX
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{
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public:
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// Pointer to the Audio Listener for this object
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olcPGEX_AudioListener* AL;
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// Handle for this particular copy of the sound
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int handle = 255;
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// Maximum copies of this sound allowed for this audio source
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//const int nMaxSamples = 4;
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//int nSampleHandles[4] = { 255, 255, 255, 255 };
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// Audio Sample ID used to locate which sound to play
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int nID;
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// Convenient BOOL to determine playback status
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bool bIsPlaying = false;
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// Current Playback Speed
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float fPlaySpeed = 1.0f;
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// Volume
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float fVolume = 1.0f;
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float fMinVolume = 0.0f;
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float fMaxVolume = 1.0f;
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// Does the Audio Sample Loop?
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bool bLooping = false;
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// Paused status
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bool bPaused = false;
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// Object position, used for calculating volume
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olc::vf2d pos = { 0.0f, 0.0f };
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// Instruct Audio Listener to load this sound (if not loaded already)
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void LoadAudioSample(int ID, const char* fileName);
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// Play the Audio Sample, with given parameters
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void Play(float speed = 1.0f, float vol = 1.0f, bool looping = false, bool paused = false);
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// Pause or Un-Pause - maintains the playback position and handle
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void Pause(bool pauseState = true);
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// Stop - playback position and handle will be lost
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void Stop();
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// Audio Modulation - control the speed of playback
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void ModulateAudio(float minPlaySpeed, float maxPlaySpeed, float modulation, bool precise = false, bool deferred = false);
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// Adjust Volume
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void SetVolume(float vol, float minVol = 0.0f, float maxVol = 1.0f);
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// Set Default Parameters
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void SetDefaults(float speed, float vol, float minVol, float maxVol, bool looping);
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};
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#ifdef AUDIO_SOURCE_IMPLEMENTATION
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#undef AUDIO_SOURCE_IMPLEMENTATION
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void olcPGEX_AudioSource::LoadAudioSample(int ID, const char* fileName)
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{
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// Link the IDs together
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nID = ID;
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// Call the Audio Listener to load the sample
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AL->LoadAudioSample(ID, fileName);
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}
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void olcPGEX_AudioSource::Play(float speed, float vol, bool looping, bool paused)
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{
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// Set parameters
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fPlaySpeed = speed;
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fVolume = vol;
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bLooping = looping;
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bPaused = paused;
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// Assign a handle to this instance of the sound we are about to play
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handle = AL->soloud.play(*AL->GetAudioSampleByID(nID)->wav, fVolume, 0.0f, bPaused);
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// Set speed and looping
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AL->soloud.setRelativePlaySpeed(handle, fPlaySpeed);
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AL->soloud.setLooping(handle, looping);
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// Update Play status
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bIsPlaying = true;
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}
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void olcPGEX_AudioSource::Pause(bool pauseState)
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{
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// Use the Audio Listener to pause or un-pause the sound as neccessary
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AL->soloud.setPause(handle, pauseState);
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// Update Play status
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bIsPlaying = !pauseState;
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}
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void olcPGEX_AudioSource::Stop()
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{
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// Use the Audio Listener to stop the sound
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AL->soloud.stop(handle);
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// The current handle will now point to nothing, so we set it to MAX so we can test for validity if need be
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handle = 255;
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// Update Play status
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bIsPlaying = false;
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}
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void olcPGEX_AudioSource::ModulateAudio(float minPlaySpeed, float maxPlaySpeed, float modulation, bool precise, bool deferred)
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{
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// Apply the modulation
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if (precise)
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fPlaySpeed = modulation;
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else
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fPlaySpeed += modulation;
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// Adjust the play speed to keep it within range
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if (fPlaySpeed < minPlaySpeed) fPlaySpeed = minPlaySpeed;
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else if (fPlaySpeed > maxPlaySpeed) fPlaySpeed = maxPlaySpeed;
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// If multiple adjustments to the playback speed are required, then the Audio Listener update itself can be
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// deferred until the very last adjustment is made... A small optimisation
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if (!deferred)
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AL->soloud.setRelativePlaySpeed(handle, fPlaySpeed);
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}
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void olcPGEX_AudioSource::SetVolume(float vol, float minVol, float maxVol)
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{
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// Set volume
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fVolume = vol;
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// Clamp volume withing set bounds
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if (fVolume < minVol)
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fVolume = minVol;
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else if (fVolume > maxVol)
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fVolume = maxVol;
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// Instruct the Audio Listener to apply the volume change
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AL->soloud.setVolume(handle, fVolume);
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}
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void olcPGEX_AudioSource::SetDefaults(float speed, float vol, float minVol, float maxVol, bool looping)
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{
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// Set defaults for this particular Audio Source
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fPlaySpeed = speed;
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fVolume = vol;
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fMinVolume = minVol;
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fMaxVolume = maxVol;
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bLooping = looping;
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}
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#endif // AUDIO_SOURCE_IMPLEMENTATION
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#endif |