Files
mcpe/source/client/sound/SoundEngine.cpp

80 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()
{
#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);
}