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93 lines
2 KiB
C++
93 lines
2 KiB
C++
#include <engine/sound.h>
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#include <engine/shared/config.h>
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#include <game/generated/client_data.h>
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#include <game/client/gameclient.h>
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#include <game/client/components/camera.h>
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#include "sounds.h"
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void CSounds::OnInit()
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{
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// setup sound channels
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Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_MUSIC, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f, 1.0f);
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Sound()->SetChannel(CSounds::CHN_GLOBAL, 1.0f, 0.0f);
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Sound()->SetListenerPos(0.0f, 0.0f);
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ClearQueue();
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}
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void CSounds::OnReset()
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{
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Sound()->StopAll();
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ClearQueue();
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}
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void CSounds::OnRender()
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{
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// set listner pos
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Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y);
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// play sound from queue
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if(m_QueuePos > 0)
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{
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int64 Now = time_get();
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if(m_QueueWaitTime <= Now)
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{
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Play(CHN_GLOBAL, m_aQueue[0], 1.0f, vec2(0,0));
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m_QueueWaitTime = Now+time_freq()*3/10; // wait 300ms before playing the next one
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if(--m_QueuePos > 0)
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mem_move(m_aQueue, m_aQueue+1, m_QueuePos*sizeof(int));
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}
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}
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}
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void CSounds::ClearQueue()
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{
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mem_zero(m_aQueue, sizeof(m_aQueue));
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m_QueuePos = 0;
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m_QueueWaitTime = time_get();
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}
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void CSounds::Enqueue(int SetId)
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{
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// add sound to the queue
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if(!g_Config.m_ClEditor && m_QueuePos < QUEUE_SIZE)
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m_aQueue[m_QueuePos++] = SetId;
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}
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void CSounds::PlayAndRecord(int Chn, int SetId, float Vol, vec2 Pos)
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{
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CNetMsg_Sv_SoundGlobal Msg;
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Msg.m_Soundid = SetId;
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Client()->SendPackMsg(&Msg, MSGFLAG_NOSEND|MSGFLAG_RECORD);
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Play(Chn, SetId, Vol, Pos);
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}
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void CSounds::Play(int Chn, int SetId, float Vol, vec2 Pos)
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{
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if(SetId < 0 || SetId >= g_pData->m_NumSounds)
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return;
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SOUNDSET *pSet = &g_pData->m_aSounds[SetId];
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if(!pSet->m_NumSounds)
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return;
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if(pSet->m_NumSounds == 1)
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{
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Sound()->PlayAt(Chn, pSet->m_aSounds[0].m_Id, 0, Pos.x, Pos.y);
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return;
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}
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// play a random one
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int id;
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do {
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id = rand() % pSet->m_NumSounds;
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} while(id == pSet->m_Last);
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Sound()->PlayAt(Chn, pSet->m_aSounds[id].m_Id, 0, Pos.x, Pos.y);
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pSet->m_Last = id;
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}
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