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* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
92 lines
2.3 KiB
C++
92 lines
2.3 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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#ifdef USE_SDL
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m_soundSystem.play(sd, 0, 0, 0, 1, 1, true);
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#else
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m_soundSystem.playAt(sd, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
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#endif
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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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#ifdef USE_SDL
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m_soundSystem.play(sd, a, b, c, d, e, false);
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#else
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m_soundSystem.playAt(sd, a, b, c, d, e);
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#endif
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}
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}
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