/* OneLoneCoder.com - Battle Royale Engine - Console User Interface License ~~~~~~~ One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9 This program comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under certain conditions; See license for details. GNU GPLv3 ~~~~~~~~~ https://github.com/OneLoneCoder/videos/blob/master/LICENSE Author of Original Works ~~~~~~~~~~~~~~~~~~~~~~~~ Twitter: http://twitter.com/javidx9 Blog: http://www.onelonecoder.com YouTube: http://www.youtube.com/javidx9 Github: http://www.github.com/OneLoneCoder/videos Discord: https://discord.gg/WhwHUMV Twitch: http://www.twitch.tv/javidx9 SoundCloud: https://www.soundcloud.com/onelonecoder */ #include "olcConsoleGameEngineOOP.h" olcConsoleGameEngineOOP::olcConsoleGameEngineOOP() { m_nScreenWidth = 80; m_nScreenHeight = 30; m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE); m_hConsoleIn = GetStdHandle(STD_INPUT_HANDLE); memset(m_keyNewState, 0, 256 * sizeof(short)); memset(m_keyOldState, 0, 256 * sizeof(short)); memset(m_keys, 0, 256 * sizeof(sKeyState)); m_mousePosX = 0; m_mousePosY = 0; m_bEnableSound = false; m_sAppName = L"Default"; } olcConsoleGameEngineOOP::~olcConsoleGameEngineOOP() { SetConsoleActiveScreenBuffer(m_hOriginalConsole); delete[] m_bufScreen; } int olcConsoleGameEngineOOP::ConstructConsole(int width, int height, int fontw, int fonth) { if (m_hConsole == INVALID_HANDLE_VALUE) return Error(L"Bad Handle"); m_nScreenWidth = width; m_nScreenHeight = height; // Update 13/09/2017 - It seems that the console behaves differently on some systems // and I'm unsure why this is. It could be to do with windows default settings, or // screen resolutions, or system languages. Unfortunately, MSDN does not offer much // by way of useful information, and so the resulting sequence is the reult of experiment // that seems to work in multiple cases. // // The problem seems to be that the SetConsoleXXX functions are somewhat circular and // fail depending on the state of the current console properties, i.e. you can't set // the buffer size until you set the screen size, but you can't change the screen size // until the buffer size is correct. This coupled with a precise ordering of calls // makes this procedure seem a little mystical :-P. Thanks to wowLinh for helping - Jx9 // Change console visual size to a minimum so ScreenBuffer can shrink // below the actual visual size m_rectWindow = { 0, 0, 1, 1 }; SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow); // Set the size of the screen buffer COORD coord = { (short)m_nScreenWidth, (short)m_nScreenHeight }; if (!SetConsoleScreenBufferSize(m_hConsole, coord)) Error(L"SetConsoleScreenBufferSize"); // Assign screen buffer to the console if (!SetConsoleActiveScreenBuffer(m_hConsole)) return Error(L"SetConsoleActiveScreenBuffer"); // Set the font size now that the screen buffer has been assigned to the console CONSOLE_FONT_INFOEX cfi; cfi.cbSize = sizeof(cfi); cfi.nFont = 0; cfi.dwFontSize.X = fontw; cfi.dwFontSize.Y = fonth; cfi.FontFamily = FF_DONTCARE; cfi.FontWeight = FW_NORMAL; //wcscpy_s(cfi.FaceName, L"Lucida Console"); //wcscpy_s(cfi.FaceName, L"Liberation Mono"); wcscpy_s(cfi.FaceName, L"Consolas"); //wcscpy_s(cfi.FaceName, L"Raster"); if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi)) return Error(L"SetCurrentConsoleFontEx"); // Get screen buffer info and check the maximum allowed window size. Return // error if exceeded, so user knows their dimensions/fontsize are too large CONSOLE_SCREEN_BUFFER_INFO csbi; if (!GetConsoleScreenBufferInfo(m_hConsole, &csbi)) return Error(L"GetConsoleScreenBufferInfo"); if (m_nScreenHeight > csbi.dwMaximumWindowSize.Y) return Error(L"Screen Height / Font Height Too Big"); if (m_nScreenWidth > csbi.dwMaximumWindowSize.X) return Error(L"Screen Width / Font Width Too Big"); // Set Physical Console Window Size m_rectWindow = { 0, 0, (short)m_nScreenWidth - 1, (short)m_nScreenHeight - 1 }; if (!SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow)) return Error(L"SetConsoleWindowInfo"); // Set flags to allow mouse input if (!SetConsoleMode(m_hConsoleIn, ENABLE_EXTENDED_FLAGS | ENABLE_WINDOW_INPUT | ENABLE_MOUSE_INPUT)) return Error(L"SetConsoleMode"); // Allocate memory for screen buffer m_bufScreen = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight]; memset(m_bufScreen, 0, sizeof(CHAR_INFO) * m_nScreenWidth * m_nScreenHeight); return 1; } void olcConsoleGameEngineOOP::Draw(int x, int y, wchar_t c, short col) { if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight) { m_bufScreen[y * m_nScreenWidth + x].Char.UnicodeChar = c; m_bufScreen[y * m_nScreenWidth + x].Attributes = col; } } void olcConsoleGameEngineOOP::Fill(int x1, int y1, int x2, int y2, wchar_t c, short col) { Clip(x1, y1); Clip(x2, y2); for (int x = x1; x < x2; x++) for (int y = y1; y < y2; y++) Draw(x, y, c, col); } void olcConsoleGameEngineOOP::DrawString(int x, int y, wstring c, short col) { for (size_t i = 0; i < c.size(); i++) { m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i]; m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col; } } void olcConsoleGameEngineOOP::DrawStringAlpha(int x, int y, wstring c, short col) { for (size_t i = 0; i < c.size(); i++) { if (c[i] != L' ') { m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i]; m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col; } } } void olcConsoleGameEngineOOP::Clip(int &x, int &y) { if (x < 0) x = 0; if (x >= m_nScreenWidth) x = m_nScreenWidth; if (y < 0) y = 0; if (y >= m_nScreenHeight) y = m_nScreenHeight; } void olcConsoleGameEngineOOP::DrawLine(int x1, int y1, int x2, int y2, wchar_t c, short col) { int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i; dx = x2 - x1; dy = y2 - y1; dx1 = abs(dx); dy1 = abs(dy); px = 2 * dy1 - dx1; py = 2 * dx1 - dy1; if (dy1 <= dx1) { if (dx >= 0) { x = x1; y = y1; xe = x2; } else { x = x2; y = y2; xe = x1; } Draw(x, y, c, col); for (i = 0; x0 && dy>0)) y = y + 1; else y = y - 1; px = px + 2 * (dy1 - dx1); } Draw(x, y, c, col); } } else { if (dy >= 0) { x = x1; y = y1; ye = y2; } else { x = x2; y = y2; ye = y1; } Draw(x, y, c, col); for (i = 0; y0 && dy>0)) x = x + 1; else x = x - 1; py = py + 2 * (dx1 - dy1); } Draw(x, y, c, col); } } } void olcConsoleGameEngineOOP::DrawCircle(int xc, int yc, int r, wchar_t c, short col) { int x = 0; int y = r; int p = 3 - 2 * r; if (!r) return; while (y >= x) // only formulate 1/8 of circle { Draw(xc - x, yc - y, c, col);//upper left left Draw(xc - y, yc - x, c, col);//upper upper left Draw(xc + y, yc - x, c, col);//upper upper right Draw(xc + x, yc - y, c, col);//upper right right Draw(xc - x, yc + y, c, col);//lower left left Draw(xc - y, yc + x, c, col);//lower lower left Draw(xc + y, yc + x, c, col);//lower lower right Draw(xc + x, yc + y, c, col);//lower right right if (p < 0) p += 4 * x++ + 6; else p += 4 * (x++ - y--) + 10; } } void olcConsoleGameEngineOOP::FillCircle(int xc, int yc, int r, wchar_t c, short col) { // Taken from wikipedia int x = 0; int y = r; int p = 3 - 2 * r; if (!r) return; auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i < ex; i++) Draw(i, ny, c, col); }; while (y >= x) { // Modified to draw scan-lines instead of edges drawline(xc - x, xc + x, yc - y); drawline(xc - y, xc + y, yc - x); drawline(xc - x, xc + x, yc + y); drawline(xc - y, xc + y, yc + x); if (p < 0) p += 4 * x++ + 6; else p += 4 * (x++ - y--) + 10; } }; void olcConsoleGameEngineOOP::DrawSprite(int x, int y, olcSprite *sprite) { if (sprite == nullptr) return; for (int i = 0; i < sprite->nWidth; i++) { for (int j = 0; j < sprite->nHeight; j++) { if (sprite->GetGlyph(i, j) != L' ') Draw(x + i, y + j, sprite->GetGlyph(i, j), sprite->GetColour(i, j)); } } } void olcConsoleGameEngineOOP::DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h) { if (sprite == nullptr) return; for (int i = 0; i < w; i++) { for (int j = 0; j < h; j++) { if (sprite->GetGlyph(i + ox, j + oy) != L' ') Draw(x + i, y + j, sprite->GetGlyph(i + ox, j + oy), sprite->GetColour(i + ox, j + oy)); } } } void olcConsoleGameEngineOOP::DrawWireFrameModel(const vector> &vecModelCoordinates, float x, float y, float r, float s, short col, wchar_t c) { // pair.first = x coordinate // pair.second = y coordinate // Create translated model vector of coordinate pairs vector> vecTransformedCoordinates; int verts = vecModelCoordinates.size(); vecTransformedCoordinates.resize(verts); // Rotate for (int i = 0; i < verts; i++) { vecTransformedCoordinates[i].first = vecModelCoordinates[i].first * cosf(r) - vecModelCoordinates[i].second * sinf(r); vecTransformedCoordinates[i].second = vecModelCoordinates[i].first * sinf(r) + vecModelCoordinates[i].second * cosf(r); } // Scale for (int i = 0; i < verts; i++) { vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first * s; vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second * s; } // Translate for (int i = 0; i < verts; i++) { vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first + x; vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second + y; } // Draw Closed Polygon for (int i = 0; i < verts + 1; i++) { int j = (i + 1); DrawLine((int)vecTransformedCoordinates[i % verts].first, (int)vecTransformedCoordinates[i % verts].second, (int)vecTransformedCoordinates[j % verts].first, (int)vecTransformedCoordinates[j % verts].second, c, col); } } void olcConsoleGameEngineOOP::Start() { m_bAtomActive = true; // Star the thread thread t = thread(&olcConsoleGameEngineOOP::GameThread, this); // Wait for thread to be exited t.join(); } int olcConsoleGameEngineOOP::ScreenWidth() { return m_nScreenWidth; } int olcConsoleGameEngineOOP::ScreenHeight() { return m_nScreenHeight; } void olcConsoleGameEngineOOP::GameThread() { // Create user resources as part of this thread if (!OnUserCreate()) m_bAtomActive = false; // Check if sound system should be enabled if (m_bEnableSound) { if (!CreateAudio()) { m_bAtomActive = false; // Failed to create audio system m_bEnableSound = false; } } auto tp1 = chrono::system_clock::now(); auto tp2 = chrono::system_clock::now(); while (m_bAtomActive) { // Run as fast as possible while (m_bAtomActive) { // Handle Timing tp2 = chrono::system_clock::now(); chrono::duration elapsedTime = tp2 - tp1; tp1 = tp2; float fElapsedTime = elapsedTime.count(); // Handle Keyboard Input for (int i = 0; i < 256; i++) { m_keyNewState[i] = GetAsyncKeyState(i); m_keys[i].bPressed = false; m_keys[i].bReleased = false; if (m_keyNewState[i] != m_keyOldState[i]) { if (m_keyNewState[i] & 0x8000) { m_keys[i].bPressed = !m_keys[i].bHeld; m_keys[i].bHeld = true; } else { m_keys[i].bReleased = true; m_keys[i].bHeld = false; } } m_keyOldState[i] = m_keyNewState[i]; } // Handle Mouse Input - Check for window events INPUT_RECORD inBuf[32]; DWORD events = 0; GetNumberOfConsoleInputEvents(m_hConsoleIn, &events); if (events > 0) ReadConsoleInput(m_hConsoleIn, inBuf, events, &events); // Handle events - we only care about mouse clicks and movement // for now for (DWORD i = 0; i < events; i++) { switch (inBuf[i].EventType) { case FOCUS_EVENT: { m_bConsoleInFocus = inBuf[i].Event.FocusEvent.bSetFocus; } break; case MOUSE_EVENT: { switch (inBuf[i].Event.MouseEvent.dwEventFlags) { case MOUSE_MOVED: { m_mousePosX = inBuf[i].Event.MouseEvent.dwMousePosition.X; m_mousePosY = inBuf[i].Event.MouseEvent.dwMousePosition.Y; } break; case 0: { for (int m = 0; m < 5; m++) m_mouseNewState[m] = (inBuf[i].Event.MouseEvent.dwButtonState & (1 << m)) > 0; } break; default: break; } } break; default: break; // We don't care just at the moment } } for (int m = 0; m < 5; m++) { m_mouse[m].bPressed = false; m_mouse[m].bReleased = false; if (m_mouseNewState[m] != m_mouseOldState[m]) { if (m_mouseNewState[m]) { m_mouse[m].bPressed = true; m_mouse[m].bHeld = true; } else { m_mouse[m].bReleased = true; m_mouse[m].bHeld = false; } } m_mouseOldState[m] = m_mouseNewState[m]; } // Handle Frame Update if (!OnUserUpdate(fElapsedTime)) m_bAtomActive = false; // Update Title & Present Screen Buffer wchar_t s[256]; swprintf_s(s, 256, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f - %d ", m_sAppName.c_str(), 1.0f / fElapsedTime, events); SetConsoleTitle(s); WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow); } if (m_bEnableSound) { // Close and Clean up audio system } if (OnUserDestroy()) { // User has permitted destroy, so exit and clean up delete[] m_bufScreen; SetConsoleActiveScreenBuffer(m_hOriginalConsole); m_cvGameFinished.notify_one(); } else { // User denied destroy for some reason, so continue running m_bAtomActive = true; } } } // Optional for clean up bool olcConsoleGameEngineOOP::OnUserDestroy() { return true; } int olcConsoleGameEngineOOP::Error(const wchar_t *msg) { wchar_t buf[256]; FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), buf, 256, NULL); SetConsoleActiveScreenBuffer(m_hOriginalConsole); wprintf(L"ERROR: %s\n\t%s\n", msg, buf); return 0; } BOOL olcConsoleGameEngineOOP::CloseHandler(DWORD evt) { // Note this gets called in a seperate OS thread, so it must // only exit when the game has finished cleaning up, or else // the process will be killed before OnUserDestroy() has finished if (evt == CTRL_CLOSE_EVENT) { m_bAtomActive = false; // Wait for thread to be exited unique_lock ul(m_muxGame); m_cvGameFinished.wait(ul); } return true; } unsigned int olcConsoleGameEngineOOP::LoadAudioSample(std::wstring sWavFile) { if (!m_bEnableSound) return -1; olcAudioSample a(sWavFile); if (a.bSampleValid) { vecAudioSamples.push_back(a); return vecAudioSamples.size(); } else return -1; } // Add sample 'id' to the mixers sounds to play list void olcConsoleGameEngineOOP::PlaySample(int id, bool bLoop = false) { sCurrentlyPlayingSample a; a.nAudioSampleID = id; a.nSamplePosition = 0; a.bFinished = false; a.bLoop = bLoop; listActiveSamples.push_back(a); } void StopSample(int id) { } // The audio system uses by default a specific wave format bool olcConsoleGameEngineOOP::CreateAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) { // Initialise Sound Engine m_bAudioThreadActive = false; m_nSampleRate = nSampleRate; m_nChannels = nChannels; m_nBlockCount = nBlocks; m_nBlockSamples = nBlockSamples; m_nBlockFree = m_nBlockCount; m_nBlockCurrent = 0; m_pBlockMemory = nullptr; m_pWaveHeaders = nullptr; // Device is available WAVEFORMATEX waveFormat; waveFormat.wFormatTag = WAVE_FORMAT_PCM; waveFormat.nSamplesPerSec = m_nSampleRate; waveFormat.wBitsPerSample = sizeof(short) * 8; waveFormat.nChannels = m_nChannels; waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels; waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign; waveFormat.cbSize = 0; // Open Device if valid if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)waveOutProcWrap, (DWORD_PTR)this, CALLBACK_FUNCTION) != S_OK) return DestroyAudio(); // Allocate Wave|Block Memory m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples]; if (m_pBlockMemory == nullptr) return DestroyAudio(); ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples); m_pWaveHeaders = new WAVEHDR[m_nBlockCount]; if (m_pWaveHeaders == nullptr) return DestroyAudio(); ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount); // Link headers to block memory for (unsigned int n = 0; n < m_nBlockCount; n++) { m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short); m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples)); } m_bAudioThreadActive = true; m_AudioThread = std::thread(&olcConsoleGameEngineOOP::AudioThread, this); // Start the ball rolling with the sound delivery thread std::unique_lock lm(m_muxBlockNotZero); m_cvBlockNotZero.notify_one(); return true; } // Stop and clean up audio system bool olcConsoleGameEngineOOP::DestroyAudio() { m_bAudioThreadActive = false; return false; } // Handler for soundcard request for more data void olcConsoleGameEngineOOP::waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2) { if (uMsg != WOM_DONE) return; m_nBlockFree++; std::unique_lock lm(m_muxBlockNotZero); m_cvBlockNotZero.notify_one(); } // Static wrapper for sound card handler void CALLBACK olcConsoleGameEngineOOP::waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2) { ((olcConsoleGameEngineOOP*)dwInstance)->waveOutProc(hWaveOut, uMsg, dwParam1, dwParam2); } // Audio thread. This loop responds to requests from the soundcard to fill 'blocks' // with audio data. If no requests are available it goes dormant until the sound // card is ready for more data. The block is fille by the "user" in some manner // and then issued to the soundcard. void olcConsoleGameEngineOOP::AudioThread() { m_fGlobalTime = 0.0f; float fTimeStep = 1.0f / (float)m_nSampleRate; // Goofy hack to get maximum integer for a type at run-time short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; float fMaxSample = (float)nMaxSample; short nPreviousSample = 0; while (m_bAudioThreadActive) { // Wait for block to become available if (m_nBlockFree == 0) { std::unique_lock lm(m_muxBlockNotZero); while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly m_cvBlockNotZero.wait(lm); } // Block is here, so use it m_nBlockFree--; // Prepare block for processing if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED) waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); short nNewSample = 0; int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples; auto clip = [](float fSample, float fMax) { if (fSample >= 0.0) return fmin(fSample, fMax); else return fmax(fSample, -fMax); }; for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) { // User Process for (unsigned int c = 0; c < m_nChannels; c++) { nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); m_pBlockMemory[nCurrentBlock + n + c] = nNewSample; nPreviousSample = nNewSample; } m_fGlobalTime = m_fGlobalTime + fTimeStep; } // Send block to sound device waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); m_nBlockCurrent++; m_nBlockCurrent %= m_nBlockCount; } } // Overridden by user if they want to generate sound in real-time float olcConsoleGameEngineOOP::onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep) { return 0.0f; } // Overriden by user if they want to manipulate the sound before it is played float olcConsoleGameEngineOOP::onUserSoundFilter(int nChannel, float fGlobalTime, float fSample) { return fSample; } // The Sound Mixer - If the user wants to play many sounds simultaneously, and // perhaps the same sound overlapping itself, then you need a mixer, which // takes input from all sound sources for that audio frame. This mixer maintains // a list of sound locations for all concurrently playing audio samples. Instead // of duplicating audio data, we simply store the fact that a sound sample is in // use and an offset into its sample data. As time progresses we update this offset // until it is beyound the length of the sound sample it is attached to. At this // point we remove the playing souind from the list. // // Additionally, the users application may want to generate sound instead of just // playing audio clips (think a synthesizer for example) in whcih case we also // provide an "onUser..." event to allow the user to return a sound for that point // in time. // // Finally, before the sound is issued to the operating system for performing, the // user gets one final chance to "filter" the sound, perhaps changing the volume // or adding funky effects float olcConsoleGameEngineOOP::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep) { // Accumulate sample for this channel float fMixerSample = 0.0f; for (auto &s : listActiveSamples) { // Calculate sample position s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep); // If sample position is valid add to the mix if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples) fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel]; else s.bFinished = true; // Else sound has completed } // If sounds have completed then remove them listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; }); // The users application might be generating sound, so grab that if it exists fMixerSample += onUserSoundSample(nChannel, fGlobalTime, fTimeStep); // Return the sample via an optional user override to filter the sound return onUserSoundFilter(nChannel, fGlobalTime, fMixerSample); } atomic olcConsoleGameEngineOOP::m_bAtomActive = false; condition_variable olcConsoleGameEngineOOP::m_cvGameFinished; mutex olcConsoleGameEngineOOP::m_muxGame;