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* OpenAL adjustments and improvements mk.1 Seperated SoundSystemAl from the sdl section and into platform/openal. Made PlatformDefinitions.hpp require a "USE_OPENAL" definition instead of "USE_SDL" definition for OpenAL Added SoundSystemAl.cpp and SoundSystemAL.hpp files to the actual solution file so it can be compiled properly. Made the SoundSystemAl use headers from thirdparty/OpenAL/include folder. Made the SoundSystemAl use #pragma comment(lib, "OpenAL32.lib") to include the library if needed without adding it to the linker input value in the solution file. Added thirdparty/OpenAL/libs/Win64/thirdparty/OpenAL/libs/Win32 to the additional libraries so that it can find the OpenAL32.lib library. * OpenAL adjustments and improvements mk.2 Removed specific USE_SDL preprocessor definitions related to OpenAL which were unhelpful/unneeded for multi-platform use. Made the OpenAl sound system inherit from the SoundSystem class and implement the functions properly without requiring a custom update function. Fixed an error that would happen when closing the game related to OpenAl closing the sound device. Removed unnecessary is_ui check in OpenAL sound system, UI sounds work just fine without it. Adjusted rolloff factor, not sure if this is just placebo but it felt a bit better? * Update sdl/CMakeLists.txt for new OpenAL stuff * CMakeLists name fix * Minor fixes for SDL compatibility * Added check for absolute zero position Made the OpenAL sound system consider any sound that is at absolute zero non-spatial Also removed unneeded ORIGINAL_CODE check in SoundSystem.hpp and SoundSystem.cpp * Fixed OpenAL popping strangeness OpenAL apparently makes weird popping noises when the gain of a sound is below 0, so I added a check to see if the distance is too far (for the new updated settings) I did some graphing and the previous settings for OpenAL were limiting the sound distance to 8 blocks (which was causing popping when sounds were between 8-16 blocks away as the gain was 0 or below) so I changed the rolloff factor to 1.0f to make sounds falloff at 16 blocks instead which seems reasonable/like the original intention. * Minor Fix to solution additional includes * Forgot an sdl compat change
47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
#pragma once
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#ifdef _WIN32
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#include <thirdparty/OpenAL/Include/al.h>
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#include <thirdparty/OpenAL/Include/alc.h>
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#pragma comment( lib, "OpenAl32.lib" )
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#else
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#include <AL/al.h>
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#include <AL/alc.h>
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#endif
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include "client/sound/SoundSystem.hpp"
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#include <client/common/Vec3.hpp>
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#define MAX_IDLE_SOURCES 50
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#define MAX_DISTANCE 16.0f
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class SoundSystemAL : public SoundSystem
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{
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public:
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SoundSystemAL();
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~SoundSystemAL();
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virtual bool isAvailable();
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void update();
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virtual void playAt(const SoundDesc& sound, float x, float y, float z, float volume, float pitch);
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virtual void setListenerPos(float x, float y, float z);
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virtual void setListenerAngle(float yaw, float pitch);
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private:
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void delete_sources();
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void delete_buffers();
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ALuint get_buffer(const SoundDesc& sound);
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ALCdevice *device = NULL;
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ALCcontext *context = NULL;
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bool loaded = false;
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std::vector<ALuint> sources;
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std::vector<ALuint> idle_sources;
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std::unordered_map<void *, ALuint> buffers;
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Vec3 lastListenerPos;
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};
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