Files
mcpe/platforms/sdl/CMakeLists.txt
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

65 lines
1.7 KiB
CMake

cmake_minimum_required(VERSION 3.16.0)
project(reminecraftpe)
# SDL Build
add_compile_definitions(USE_SDL USE_OPENAL HANDLE_CHARS_SEPARATELY)
# WASM
if(EMSCRIPTEN)
function(add_compile_and_link_options)
add_compile_options(${ARGV})
add_link_options(${ARGV})
endfunction()
set(CMAKE_EXECUTABLE_SUFFIX ".js")
endif()
# Clang
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
add_compile_options(-Wno-inconsistent-missing-override -Wno-enum-compare-switch -Wno-register)
endif()
# Threads
if(EMSCRIPTEN)
add_compile_and_link_options(-pthread)
else()
find_package(Threads)
link_libraries(Threads::Threads)
endif()
# Build
add_executable(reminecraftpe
main.cpp
AppPlatform_sdl.cpp
../openal/SoundSystemAL.cpp
)
# Core
add_subdirectory(../../source source)
target_link_libraries(reminecraftpe reminecraftpe-core)
# LibPNG
if(NOT EMSCRIPTEN)
find_package(PNG REQUIRED)
target_link_libraries(reminecraftpe PNG::PNG)
endif()
# SDL
if(TARGET SDL2::SDL2main)
target_link_libraries(reminecraftpe SDL2::SDL2main)
endif()
# WASM
if(EMSCRIPTEN)
target_link_options(reminecraftpe PRIVATE -Wno-pthreads-mem-growth)
target_link_options(reminecraftpe PRIVATE -sALLOW_MEMORY_GROWTH=1)
# Export Resize Function
target_link_options(reminecraftpe PRIVATE -sEXPORTED_FUNCTIONS=_main,_resize_from_js -sEXPORTED_RUNTIME_METHODS=ccall)
endif()
# Assets
if(EMSCRIPTEN)
target_link_options(reminecraftpe PRIVATE --use-preload-plugins --preload-file "${CMAKE_CURRENT_SOURCE_DIR}/assets@/assets")
elseif(NOT EXISTS "${CMAKE_CURRENT_BINARY_DIR}/assets")
file(CREATE_LINK "${CMAKE_CURRENT_SOURCE_DIR}/assets" "${CMAKE_CURRENT_BINARY_DIR}/assets" SYMBOLIC)
endif()