Files
mcpe/source/client/sound/SoundEngine.cpp
2023-11-01 21:53:23 -04:00

86 lines
2.4 KiB
C++

/********************************************************************
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);
}
}