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11 Commits

Author SHA1 Message Date
Nanogamer7
5a1e7986d3
Merge pull request #65 from VEGO-Engine/ref/sound
Sound
2024-06-24 23:23:17 +02:00
ineslelin
f78cd2c3f1 added some tweaks to playSound 2024-06-24 22:53:13 +02:00
ineslelin
24e69b73a2 updated SoundManager to incorporate requested changes 2024-06-24 22:21:18 +02:00
ineslelin
247d6cc173 removed stray music test in GameInternal.cpp 2024-06-18 19:39:51 +02:00
ineslelin
c4c8be5829 Merge remote-tracking branch 'origin/separation-refactor' into ref/sound 2024-06-18 19:23:07 +02:00
ineslelin
b321051ac5 added channels to sound 2024-06-16 19:37:07 +02:00
ineslelin
cb1b5af358 finished sound
- implemented fade in + fade out
- implemented pause for sound + music
- implemented unpausing/restarting sound + music
2024-06-16 19:20:39 +02:00
ineslelin
6373afe3a2 working volume control 2024-05-27 12:40:51 +02:00
ineslelin
70c4d3c030 added ability to play music 2024-05-27 12:04:09 +02:00
ineslelin
db44d4d619 updated SoundManager
- created constexpr for the options to play a sound once or loop it infinitely
- removed SoundTypes enum, changed playSound() to accept a string and a bool => allows for playSound() to be used more universally
2024-05-27 11:36:02 +02:00
ineslelin
cb01c54968 updated SoundManager
- loading music from sound file now possible
- looping sound effects is possible now
2024-05-26 19:06:52 +02:00
8 changed files with 177 additions and 28 deletions

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@ -36,12 +36,16 @@ public:
// sound management
void addSoundEffect(std::string id, const char* path);
void addMusic(std::string id, const char* path);
SDL_Texture* getTexture(std::string id);
Mix_Chunk* getSound(std::string id);
Mix_Music* getMusic(std::string id);
private:
Manager* man;
std::map<std::string, SDL_Texture*> textures;
std::map<std::string, Mix_Chunk*> soundEffects;
std::map<std::string, Mix_Music*> music;
};

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@ -24,3 +24,8 @@ constexpr int MAP_SIZE_Y = 20;
constexpr int SPAWN_ATTEMPTS = 20;
constexpr int PLAY_LOOPED = -1;
constexpr int PLAY_ONCE = 0;
constexpr int MAX_VOLUME = 128;

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@ -7,13 +7,14 @@
#include "ECS.h"
#include "TextureManager.h"
enum SoundTypes
{
STEPS,
THROW_EGG,
};
class GameInternal;
/*!
*
* \brief Handles music and sound.
* \details SoundManager handles loading in music and sound effects from files, playing music and sound effects and toggling the audio volume.
*
*/
class SoundManager
{
public:
@ -22,14 +23,55 @@ class SoundManager
for (auto& it : this->sound_cache) {
Mix_FreeChunk(it.second);
}
for (auto& it : this->music_cache) {
Mix_FreeMusic(it.second);
}
}
SoundManager(SoundManager const&) = delete;
void operator=(SoundManager const&) = delete;
std::map<const char*, Mix_Music*> music_cache;
std::map<const char*, Mix_Chunk*> sound_cache;
/*!
* \brief Loads music from a file (mp3)
* \returns a pointer to Mix_Music
* \sa AssetManager::AddMusic(std::string id, const char* path)
*/
Mix_Music* loadMusic(const char* fileName);
/*!
* \brief Loads sound effects from a file (wav)
* \returns a pointer to Mix_Chunk
* \sa AssetManager::AddSound(std::string id, const char* path)
*/
Mix_Chunk* loadSound(const char* fileName);
static void playSound(GameInternal* game, SoundTypes sound);
/*!
* \brief Handles playing of sound effects
*
* Handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play
* and on which channel the soundeffect should play.
*/
static void playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel);
/*!
* \brief Handles playing of music
*
* Handles how often track can loop, as well as the volume at which the specified track should play and if it fades in.
*/
static void playMusic(GameInternal* game, std::string sound, int loops, int volume, int ms);
static void setSoundVolume(int volume, int channel); //!< Volume handling for sound effects (either all or on a specific channel)
static void setMusicVolume(int volume); //!< Volume handling for music track
static void pauseSound(int channel); //!< Handles pausing sound effects (either all or on a specific channel)
static void pauseMusic(); //!< Handles pausing music track
static void restartSound(int channel); //!< Handles resuming sound effects (either all or on a specific channel)
static void restartMusic(); //!< Handles resuming music track
static void fadeOutMusic(int ms); //!< Handles fading out a music track
private:
};

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@ -28,6 +28,11 @@ void AssetManager::addSoundEffect(std::string id, const char* path)
soundEffects.emplace(id, this->man->getGame()->soundManager->loadSound(path));
}
void AssetManager::addMusic(std::string id, const char* path)
{
music.emplace(id, this->man->getGame()->soundManager->loadMusic(path));
}
SDL_Texture* AssetManager::getTexture(std::string id) {
return textures.at(id);
}
@ -36,6 +41,11 @@ Mix_Chunk* AssetManager::getSound(std::string id) {
return soundEffects.at(id);
}
Mix_Music* AssetManager::getMusic(std::string id)
{
return music.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity::TeamLabel teamLabel) {
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
assets->addTexture("egg", "assets/egg.png");
*/
// loading sounds
assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
assets->addSoundEffect("steps", "assets/sound/steps.wav");
// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
// assets->addSoundEffect("steps", "assets/sound/steps.wav");
// loading music
// assets->addMusic("background_music", "assets/sound/background_music.mp3");
//ecs implementation

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@ -14,7 +14,7 @@ void ProjectileComponent::init()
{
transformComponent = &entity->getComponent<TransformComponent>();
transformComponent->direction = direction;
SoundManager::playSound(this->entity->getManager().getGame(), THROW_EGG);
SoundManager::playSound(this->entity->getManager().getGame(), "throw_egg", true, PLAY_ONCE, MAX_VOLUME, -1);
}
void ProjectileComponent::update()

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@ -7,6 +7,26 @@
#include "GameInternal.h"
#include "AssetManager.h"
Mix_Music* SoundManager::loadMusic(const char* fileName)
{
auto it = this->music_cache.find(fileName);
if (it != this->music_cache.end()) {
return it->second;
}
auto music = Mix_LoadMUS(fileName);
if (music == NULL)
std::cerr << "Couldn't load music '" << fileName << "'" << std::endl;
this->music_cache.emplace(fileName, music);
std::cout << "Loaded music at " << fileName << std::endl;
return music;
}
Mix_Chunk* SoundManager::loadSound(const char* fileName)
{
auto it = this->sound_cache.find(fileName);
@ -18,33 +38,98 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
auto sound = Mix_LoadWAV(fileName);
if (sound == NULL)
throw std::runtime_error(std::string("Couldn't load sound '") + fileName + "'");
std::cerr << "Couldn't load sound '" << fileName << "'" << std::endl;
this->sound_cache.emplace(fileName, sound);
printf("Loaded sound at '%s'\n", fileName);
std::cout << "Loaded sound at " << fileName << std::endl;
return sound;
}
void SoundManager::playSound(GameInternal* game, SoundTypes sound)
void SoundManager::playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel)
{
switch (sound)
if(!canOverlap)
{
case SoundTypes::STEPS:
if (Mix_Playing(-1) != 0)
break;
if (Mix_PlayChannel(-1, game->assets->getSound("steps"), 0) == -1) {
std::cerr << "Error playing sound 'steps': " << Mix_GetError() << std::endl;
// dev needs to specify a channel for this check to work, if they set it to -1 and let sdl pick the first available
// channel mix_getchunk() won't work
if (Mix_Playing(channel) != 0 &&
Mix_GetChunk(channel) == game->assets->getSound(sound) &&
channel != -1)
{
return;
}
break;
case SoundTypes::THROW_EGG:
if (Mix_PlayChannel(-1, game->assets->getSound("throw_egg"), 0) == -1) {
std::cerr << "Error playing sound 'throw_egg': " << Mix_GetError() << std::endl;
Mix_HaltChannel(channel);
}
break;
if(Mix_VolumeChunk(game->assets->getSound(sound), volume) == -1)
{
std::cerr << "Error adjusting volume: " << Mix_GetError() << std::endl;
}
if (Mix_PlayChannel(channel, game->assets->getSound(sound), loops) == -1)
{
std::cerr << "Error playing sound '" << sound << "': " << Mix_GetError() << std::endl;
}
}
void SoundManager::playMusic(GameInternal* game, std::string music, int loops, int volume, int ms)
{
if (Mix_PlayingMusic() != 0 || Mix_Fading() == Mix_Fading::MIX_FADING_IN)
return;
if(ms > 0)
{
Mix_FadeInMusic(game->assets->getMusic(music), loops, ms);
return;
}
if(Mix_VolumeMusic(volume) == -1)
{
std::cerr << "Error adjusting volume: " << Mix_GetError() << std::endl;
}
if (Mix_PlayMusic(game->assets->getMusic(music), loops) == -1)
{
std::cerr << "Error playing music '" << music << "': " << Mix_GetError() << std::endl;
}
}
void SoundManager::setSoundVolume(int volume, int channel)
{
Mix_Volume(channel, volume);
}
void SoundManager::setMusicVolume(int volume)
{
Mix_VolumeMusic(volume);
}
void SoundManager::pauseSound(int channel)
{
Mix_Pause(channel);
}
void SoundManager::pauseMusic()
{
Mix_PauseMusic();
}
void SoundManager::restartSound(int channel)
{
Mix_Resume(channel);
}
void SoundManager::restartMusic()
{
Mix_ResumeMusic();
}
void SoundManager::fadeOutMusic(int ms)
{
if(Mix_Fading() == Mix_Fading::MIX_FADING_OUT)
return;
Mix_FadeOutMusic(ms);
}