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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
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "SoundEngine.hpp"
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#include "SoundDefs.hpp"
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SoundEngine::SoundEngine()
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{
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field_40 = 0;
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field_A1C = 0;
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#ifndef ORIGINAL_CODE
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m_pOptions = nullptr;
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field_A20 = 0;
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#endif
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}
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void SoundEngine::init(Options* options)
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{
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m_pOptions = options;
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m_repository.add("step.cloth", SA_cloth1);
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m_repository.add("step.cloth", SA_cloth2);
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m_repository.add("step.cloth", SA_cloth3);
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m_repository.add("step.cloth", SA_cloth4);
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m_repository.add("step.grass", SA_grass1);
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m_repository.add("step.grass", SA_grass2);
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m_repository.add("step.grass", SA_grass3);
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m_repository.add("step.grass", SA_grass4);
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m_repository.add("step.gravel", SA_gravel1);
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m_repository.add("step.gravel", SA_gravel2);
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m_repository.add("step.gravel", SA_gravel3);
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m_repository.add("step.gravel", SA_gravel4);
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m_repository.add("step.sand", SA_sand1);
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m_repository.add("step.sand", SA_sand2);
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m_repository.add("step.sand", SA_sand3);
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m_repository.add("step.sand", SA_sand4);
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m_repository.add("step.stone", SA_stone1);
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m_repository.add("step.stone", SA_stone2);
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m_repository.add("step.stone", SA_stone3);
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m_repository.add("step.stone", SA_stone4);
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m_repository.add("step.wood", SA_wood1);
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m_repository.add("step.wood", SA_wood2);
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m_repository.add("step.wood", SA_wood3);
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m_repository.add("step.wood", SA_wood4);
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m_repository.add("random.splash", SA_splash);
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m_repository.add("random.explode", SA_explode);
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m_repository.add("random.click", SA_click);
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}
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void SoundEngine::play(const std::string& name)
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{
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if (m_pOptions->field_4 == 0.0f)
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return;
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SoundDesc sd;
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if (m_repository.get(name, sd)) {
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m_soundSystem.playAt(sd, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
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}
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}
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void SoundEngine::play(const std::string& name, float a, float b, float c, float d, float e)
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{
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if (m_pOptions->field_4 == 0.0f || d <= 0.0f)
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return;
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SoundDesc sd;
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if (m_repository.get(name, sd)) {
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m_soundSystem.playAt(sd, a, b, c, d, e);
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}
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}
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