mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 15:53:42 +00:00
Merge f78cd2c3f18328053866c43fbe4d59c817091fdc into a8e046ce073efd1bc8cbd016f4ac3c3c0176ce4e
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commit
873c019d35
BIN
assets/sound/background_music.mp3
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BIN
assets/sound/background_music.mp3
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@ -36,12 +36,16 @@ public:
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// sound management
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void addSoundEffect(std::string id, const char* path);
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void addMusic(std::string id, const char* path);
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SDL_Texture* getTexture(std::string id);
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Mix_Chunk* getSound(std::string id);
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Mix_Music* getMusic(std::string id);
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private:
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Manager* man;
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std::map<std::string, SDL_Texture*> textures;
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std::map<std::string, Mix_Chunk*> soundEffects;
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std::map<std::string, Mix_Music*> music;
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};
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@ -24,3 +24,8 @@ constexpr int MAP_SIZE_Y = 20;
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constexpr int SPAWN_ATTEMPTS = 20;
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constexpr int PLAY_LOOPED = -1;
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constexpr int PLAY_ONCE = 0;
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constexpr int MAX_VOLUME = 128;
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@ -7,13 +7,14 @@
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#include "ECS.h"
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#include "TextureManager.h"
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enum SoundTypes
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{
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STEPS,
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THROW_EGG,
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};
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class GameInternal;
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/*!
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*
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* \brief Handles music and sound.
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* \details SoundManager handles loading in music and sound effects from files, playing music and sound effects and toggling the audio volume.
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*
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*/
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class SoundManager
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{
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public:
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@ -22,14 +23,55 @@ class SoundManager
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for (auto& it : this->sound_cache) {
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Mix_FreeChunk(it.second);
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}
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for (auto& it : this->music_cache) {
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Mix_FreeMusic(it.second);
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}
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}
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SoundManager(SoundManager const&) = delete;
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void operator=(SoundManager const&) = delete;
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std::map<const char*, Mix_Music*> music_cache;
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std::map<const char*, Mix_Chunk*> sound_cache;
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/*!
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* \brief Loads music from a file (mp3)
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* \returns a pointer to Mix_Music
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* \sa AssetManager::AddMusic(std::string id, const char* path)
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*/
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Mix_Music* loadMusic(const char* fileName);
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/*!
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* \brief Loads sound effects from a file (wav)
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* \returns a pointer to Mix_Chunk
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* \sa AssetManager::AddSound(std::string id, const char* path)
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*/
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Mix_Chunk* loadSound(const char* fileName);
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static void playSound(GameInternal* game, SoundTypes sound);
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/*!
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* \brief Handles playing of sound effects
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*
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* Handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play
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* and on which channel the soundeffect should play.
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*/
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static void playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel);
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/*!
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* \brief Handles playing of music
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*
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* Handles how often track can loop, as well as the volume at which the specified track should play and if it fades in.
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*/
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static void playMusic(GameInternal* game, std::string sound, int loops, int volume, int ms);
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static void setSoundVolume(int volume, int channel); //!< Volume handling for sound effects (either all or on a specific channel)
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static void setMusicVolume(int volume); //!< Volume handling for music track
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static void pauseSound(int channel); //!< Handles pausing sound effects (either all or on a specific channel)
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static void pauseMusic(); //!< Handles pausing music track
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static void restartSound(int channel); //!< Handles resuming sound effects (either all or on a specific channel)
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static void restartMusic(); //!< Handles resuming music track
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static void fadeOutMusic(int ms); //!< Handles fading out a music track
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private:
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};
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@ -28,6 +28,11 @@ void AssetManager::addSoundEffect(std::string id, const char* path)
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soundEffects.emplace(id, this->man->getGame()->soundManager->loadSound(path));
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}
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void AssetManager::addMusic(std::string id, const char* path)
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{
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music.emplace(id, this->man->getGame()->soundManager->loadMusic(path));
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}
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SDL_Texture* AssetManager::getTexture(std::string id) {
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return textures.at(id);
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}
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@ -36,6 +41,11 @@ Mix_Chunk* AssetManager::getSound(std::string id) {
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return soundEffects.at(id);
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}
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Mix_Music* AssetManager::getMusic(std::string id)
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{
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return music.at(id);
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}
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity::TeamLabel teamLabel) {
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auto& projectile(man->addEntity());
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@ -152,8 +152,11 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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assets->addTexture("egg", "assets/egg.png");
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*/
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// loading sounds
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assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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// assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// loading music
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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//ecs implementation
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@ -14,7 +14,7 @@ void ProjectileComponent::init()
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{
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transformComponent = &entity->getComponent<TransformComponent>();
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transformComponent->direction = direction;
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SoundManager::playSound(this->entity->getManager().getGame(), THROW_EGG);
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SoundManager::playSound(this->entity->getManager().getGame(), "throw_egg", true, PLAY_ONCE, MAX_VOLUME, -1);
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}
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void ProjectileComponent::update()
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@ -7,6 +7,26 @@
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#include "GameInternal.h"
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#include "AssetManager.h"
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Mix_Music* SoundManager::loadMusic(const char* fileName)
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{
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auto it = this->music_cache.find(fileName);
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if (it != this->music_cache.end()) {
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return it->second;
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}
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auto music = Mix_LoadMUS(fileName);
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if (music == NULL)
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std::cerr << "Couldn't load music '" << fileName << "'" << std::endl;
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this->music_cache.emplace(fileName, music);
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std::cout << "Loaded music at " << fileName << std::endl;
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return music;
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}
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Mix_Chunk* SoundManager::loadSound(const char* fileName)
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{
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auto it = this->sound_cache.find(fileName);
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@ -18,33 +38,98 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
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auto sound = Mix_LoadWAV(fileName);
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if (sound == NULL)
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throw std::runtime_error(std::string("Couldn't load sound '") + fileName + "'");
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std::cerr << "Couldn't load sound '" << fileName << "'" << std::endl;
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this->sound_cache.emplace(fileName, sound);
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printf("Loaded sound at '%s'\n", fileName);
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std::cout << "Loaded sound at " << fileName << std::endl;
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return sound;
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}
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void SoundManager::playSound(GameInternal* game, SoundTypes sound)
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void SoundManager::playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel)
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{
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switch (sound)
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if(!canOverlap)
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{
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case SoundTypes::STEPS:
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if (Mix_Playing(-1) != 0)
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break;
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if (Mix_PlayChannel(-1, game->assets->getSound("steps"), 0) == -1) {
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std::cerr << "Error playing sound 'steps': " << Mix_GetError() << std::endl;
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// dev needs to specify a channel for this check to work, if they set it to -1 and let sdl pick the first available
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// channel mix_getchunk() won't work
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if (Mix_Playing(channel) != 0 &&
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Mix_GetChunk(channel) == game->assets->getSound(sound) &&
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channel != -1)
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{
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return;
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}
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break;
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Mix_HaltChannel(channel);
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}
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case SoundTypes::THROW_EGG:
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if (Mix_PlayChannel(-1, game->assets->getSound("throw_egg"), 0) == -1) {
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std::cerr << "Error playing sound 'throw_egg': " << Mix_GetError() << std::endl;
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if(Mix_VolumeChunk(game->assets->getSound(sound), volume) == -1)
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{
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std::cerr << "Error adjusting volume: " << Mix_GetError() << std::endl;
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}
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break;
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if (Mix_PlayChannel(channel, game->assets->getSound(sound), loops) == -1)
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{
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std::cerr << "Error playing sound '" << sound << "': " << Mix_GetError() << std::endl;
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}
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}
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void SoundManager::playMusic(GameInternal* game, std::string music, int loops, int volume, int ms)
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{
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if (Mix_PlayingMusic() != 0 || Mix_Fading() == Mix_Fading::MIX_FADING_IN)
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return;
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if(ms > 0)
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{
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Mix_FadeInMusic(game->assets->getMusic(music), loops, ms);
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return;
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}
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if(Mix_VolumeMusic(volume) == -1)
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{
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std::cerr << "Error adjusting volume: " << Mix_GetError() << std::endl;
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}
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if (Mix_PlayMusic(game->assets->getMusic(music), loops) == -1)
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{
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std::cerr << "Error playing music '" << music << "': " << Mix_GetError() << std::endl;
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}
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}
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void SoundManager::setSoundVolume(int volume, int channel)
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{
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Mix_Volume(channel, volume);
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}
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void SoundManager::setMusicVolume(int volume)
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{
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Mix_VolumeMusic(volume);
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}
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void SoundManager::pauseSound(int channel)
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{
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Mix_Pause(channel);
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}
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void SoundManager::pauseMusic()
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{
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Mix_PauseMusic();
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}
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void SoundManager::restartSound(int channel)
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{
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Mix_Resume(channel);
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}
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void SoundManager::restartMusic()
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{
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Mix_ResumeMusic();
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}
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void SoundManager::fadeOutMusic(int ms)
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{
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if(Mix_Fading() == Mix_Fading::MIX_FADING_OUT)
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return;
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Mix_FadeOutMusic(ms);
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}
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