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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 10:13:42 +00:00

added ability to load in sound

This commit is contained in:
ineslelin 2024-01-28 20:14:12 +01:00
parent dfa6768a96
commit d155753840
5 changed files with 78 additions and 0 deletions

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@ -1,4 +1,5 @@
#include <SDL_render.h> #include <SDL_render.h>
#include <SDL_mixer.h>
#include <map> #include <map>
#include <string> #include <string>
@ -17,10 +18,16 @@ public:
//texture management //texture management
void addTexture(std::string id, const char* path); void addTexture(std::string id, const char* path);
// sound management
void addSoundEffect(std::string id, const char* path);
SDL_Texture* getTexture(std::string id); SDL_Texture* getTexture(std::string id);
Mix_Chunk* getSound(std::string id);
private: private:
Manager* man; Manager* man;
std::map<std::string, SDL_Texture*> textures; std::map<std::string, SDL_Texture*> textures;
std::map<std::string, Mix_Chunk*> soundEffects;
}; };

33
include/SoundManager.h Normal file
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@ -0,0 +1,33 @@
#pragma once
#include <SDL_Mixer.h>
#include <map>
#include <vector>
#include "TextureManager.h"
class SoundManager
{
public:
static SoundManager& get()
{
static SoundManager instance;
return instance;
}
private:
SoundManager() {}
~SoundManager() {
for (auto& it : this->sound_cache) {
Mix_FreeChunk(it.second);
}
}
public:
SoundManager(SoundManager const&) = delete;
void operator=(SoundManager const&) = delete;
std::map<const char*, Mix_Chunk*, cmp_str> sound_cache;
Mix_Chunk* loadSound(const char* fileName);
};

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@ -1,6 +1,7 @@
#include "AssetManager.h" #include "AssetManager.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "SoundManager.h"
#include "Components.h" #include "Components.h"
AssetManager::AssetManager(Manager* manager) : man(manager) {} AssetManager::AssetManager(Manager* manager) : man(manager) {}
@ -11,10 +12,19 @@ void AssetManager::addTexture(std::string id, const char* path) {
textures.emplace(id, TextureManager::get().loadTexture(path)); textures.emplace(id, TextureManager::get().loadTexture(path));
} }
void AssetManager::addSoundEffect(std::string id, const char* path)
{
soundEffects.emplace(id, SoundManager::get().loadSound(path));
}
SDL_Texture* AssetManager::getTexture(std::string id) { SDL_Texture* AssetManager::getTexture(std::string id) {
return textures.at(id); return textures.at(id);
} }
Mix_Chunk* AssetManager::getSound(std::string id) {
return soundEffects.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath) { void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath) {
auto& projectile(man->addEntity()); auto& projectile(man->addEntity());

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@ -62,6 +62,12 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
{
std::cout << "ERROR: Mixer couldnt be initialized!" << std::endl;
return;
}
//SDL_Event event; //SDL_Event event;
bool hasQuit = false; bool hasQuit = false;
@ -113,6 +119,9 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
assets->addTexture("player2", "assets/chicken_neutral.png"); assets->addTexture("player2", "assets/chicken_neutral.png");
assets->addTexture("egg", "assets/egg.png"); assets->addTexture("egg", "assets/egg.png");
// loading sounds
assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
assets->addSoundEffect("steps", "assets/sound/steps.wav");
//ecs implementation //ecs implementation

19
src/SoundManager.cpp Normal file
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@ -0,0 +1,19 @@
#include "SoundManager.h"
#include <stdexcept>
#include <string>
#include "Game.h"
Mix_Chunk* SoundManager::loadSound(const char* fileName)
{
auto it = this->sound_cache.find(fileName);
if (it != this->sound_cache.end()) {
return it->second;
}
auto sound = Mix_LoadWAV(fileName);
if (sound == NULL) throw std::runtime_error(std::string("Couldn't load sound '") + fileName + "'");
this->sound_cache.emplace(fileName, sound);
printf("Loaded sound at '%s'\n", fileName);
return sound;
}