/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "SoundEngine.hpp" #include "SoundDefs.hpp" SoundEngine::SoundEngine(SoundSystem* soundSystem) { field_40 = 0; field_A1C = 0; m_pOptions = nullptr; field_A20 = 0; m_pSoundSystem = soundSystem; } void SoundEngine::init(Options* options) { // TODO: Who's the genius who decided it'd be better to check a name string rather than an enum? m_pOptions = options; #ifndef MISSING_SOUND_DATA m_repository.add("step.cloth", SA_cloth1); m_repository.add("step.cloth", SA_cloth2); m_repository.add("step.cloth", SA_cloth3); m_repository.add("step.cloth", SA_cloth4); m_repository.add("step.grass", SA_grass1); m_repository.add("step.grass", SA_grass2); m_repository.add("step.grass", SA_grass3); m_repository.add("step.grass", SA_grass4); m_repository.add("step.gravel", SA_gravel1); m_repository.add("step.gravel", SA_gravel2); m_repository.add("step.gravel", SA_gravel3); m_repository.add("step.gravel", SA_gravel4); m_repository.add("step.sand", SA_sand1); m_repository.add("step.sand", SA_sand2); m_repository.add("step.sand", SA_sand3); m_repository.add("step.sand", SA_sand4); m_repository.add("step.stone", SA_stone1); m_repository.add("step.stone", SA_stone2); m_repository.add("step.stone", SA_stone3); m_repository.add("step.stone", SA_stone4); m_repository.add("step.wood", SA_wood1); m_repository.add("step.wood", SA_wood2); m_repository.add("step.wood", SA_wood3); m_repository.add("step.wood", SA_wood4); m_repository.add("random.splash", SA_splash); m_repository.add("random.explode", SA_explode); m_repository.add("random.click", SA_click); #endif } void SoundEngine::play(const std::string& name) { if (m_pOptions->m_fMasterVolume == 0.0f) return; SoundDesc sd; if (m_repository.get(name, sd)) { m_pSoundSystem->playAt(sd, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); } } void SoundEngine::play(const std::string& name, float x, float y, float z, float volume, float pitch) { if (m_pOptions->m_fMasterVolume == 0.0f || volume <= 0.0f) return; SoundDesc sd; if (m_repository.get(name, sd)) { m_pSoundSystem->playAt(sd, x, y, z, volume, pitch); } }