1 | #include "dxstdafx.h"
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2 | #include ".\SoundNode.h"
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3 | #include "Scene.h"
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4 | #include "Camera.h"
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5 | #include "GameManager.h"
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6 | #include "ResourceManager.h"
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7 |
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8 | SoundNode::SoundNode(void) : Node() {
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9 | this->soundSample = NULL;
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10 | this->channel = -1;
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11 | this->kill = true;
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12 | this->nodeType |= Scene::NODE_SOUND;
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13 | this->playing = false;
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14 | this->vol = 1;
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15 | this->timeToPlaySample = -1;
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16 | D3DXMatrixIdentity(&this->myWorldMatrix);
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17 | }
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18 |
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19 | SoundNode::~SoundNode(void) {
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20 | }
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21 |
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22 | bool SoundNode::loadFile(std::string filename, bool loop) {
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23 | this->loop = loop;
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24 | this->soundSample = this->myScene->manager->resManager.loadSound(filename, this->loop);
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25 | if(this->soundSample!=NULL) {
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26 | FSOUND_Sample_SetMinMaxDistance(this->soundSample, 20.0f, 500.0f);
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27 | }
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28 | return (this->soundSample!=NULL);
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29 | }
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30 |
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31 | void SoundNode::play() {
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32 | this->channel = FSOUND_PlaySound(FSOUND_FREE, this->soundSample);
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33 | this->timeToPlaySample = (float)FSOUND_Sample_GetLength(this->soundSample)/FSOUND_GetFrequency(this->channel);
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34 | if(this->channel!=-1) {
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35 | FSOUND_SetVolume(this->channel, (int)(255*this->vol));
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36 | }
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37 | this->playing = true;
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38 | }
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39 |
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40 | void SoundNode::stop() {
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41 | if(this->channel!=-1) {
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42 | FSOUND_StopSound(this->channel);
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43 | this->playing = false;
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44 | this->timeToPlaySample = -1;
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45 | }
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46 | this->channel = -1;
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47 | }
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48 |
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49 | FSOUND_SAMPLE* SoundNode::getSample() {
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50 | return this->soundSample;
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51 | }
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52 |
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53 | void SoundNode::update(float dt) {
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54 | if(this->playing)
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55 | this->timeToPlaySample-=dt;
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56 | Vector origin;
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57 | origin = this->getAbsolutePosition();
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58 | this->vel = origin - this->oldPos;
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59 | this->oldPos = origin;
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60 | this->vel = this->vel*dt;
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61 |
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62 | if(this->channel!=-1) {
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63 | float velF[3];
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64 | float posF[3];
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65 |
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66 | velF[0] = this->vel.x; velF[1] = this->vel.y; velF[2] = this->vel.z;
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67 | posF[0] = origin.x; posF[1] = origin.y; posF[2] = origin.z;
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68 |
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69 | FSOUND_3D_SetAttributes(this->channel, &posF[0], &velF[0]);
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70 |
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71 | if(this->kill && !this->loop && this->timeToPlaySample<0) {
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72 | this->killMe();
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73 | } else if(timeToPlaySample<=0) {
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74 | this->playing = false;
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75 | this->timeToPlaySample = -1;
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76 | }
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77 | }
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78 | Node::update(dt);
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79 | }
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80 |
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81 | void SoundNode::setKillSoundNodeAfterPlayed(bool _kill)
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82 | {
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83 | this->kill = _kill;
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84 | }
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85 |
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86 | int SoundNode::getChannel() {
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87 | return this->channel;
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88 | }
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89 |
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90 | float SoundNode::getTimeToPlay()
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91 | {
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92 | return this->timeToPlaySample;
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93 | }
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94 |
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95 | Node* SoundNode::clone() {
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96 | return NULL;
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97 | }
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98 |
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99 | void SoundNode::setVolume(float _vol) {
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100 | this->vol = _vol;
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101 | if(this->channel!=-1) {
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102 | FSOUND_SetVolume(this->channel, (int)(255*this->vol));
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103 | }
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104 | }
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105 |
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106 | void SoundNode::setSceneAlpha(float _alpha)
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107 | {
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108 | if(this->channel!=-1) {
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109 | FSOUND_SetVolume(this->channel, (int)(255*this->vol*_alpha));
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110 | }
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111 | }
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112 |
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113 | void SoundNode::killMe()
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114 | {
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115 | this->stop();
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116 | Node::killMe();
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117 | }
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118 |
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119 | void SoundNode::setPosition(Vector &_pos)
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120 | {
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121 | Node::setPosition(_pos);
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122 | float velF[3];
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123 | float posF[3];
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124 |
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125 | velF[0] = 0; velF[1] = 0; velF[2] = 0;
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126 | posF[0] = _pos.x; posF[1] = _pos.y; posF[2] = _pos.z;
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127 |
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128 | FSOUND_3D_SetAttributes(this->channel, &posF[0], &velF[0]);
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129 | } |
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