Files
mcpe/source/client/sound/SoundEngine.cpp
Vruk 3447669f04 OpenAL Seperation and Adjustments (#34)
* 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
2023-08-08 11:12:08 +03:00

84 lines
2.2 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()
{
field_40 = 0;
field_A1C = 0;
#ifndef ORIGINAL_CODE
m_pOptions = nullptr;
field_A20 = 0;
#endif
}
void SoundEngine::init(Options* options)
{
m_pOptions = options;
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);
}
void SoundEngine::play(const std::string& name)
{
if (m_pOptions->field_4 == 0.0f)
return;
SoundDesc sd;
if (m_repository.get(name, sd)) {
m_soundSystem.playAt(sd, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
}
}
void SoundEngine::play(const std::string& name, float a, float b, float c, float d, float e)
{
if (m_pOptions->field_4 == 0.0f || d <= 0.0f)
return;
SoundDesc sd;
if (m_repository.get(name, sd)) {
m_soundSystem.playAt(sd, a, b, c, d, e);
}
}