Files
mcpe/source/client/sound/SoundEngine.cpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

84 lines
2.4 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(SoundSystem* soundSystem)
{
field_40 = 0;
field_A1C = 0;
m_pOptions = nullptr;
field_A20 = 0;
m_pSoundSystem = soundSystem;
}
void SoundEngine::init(Options* options)
{
// TODO: Who's the genius who decided it'd be better to check a name string rather than an enum?
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->m_fMasterVolume == 0.0f)
return;
SoundDesc sd;
if (m_repository.get(name, sd)) {
m_pSoundSystem->playAt(sd, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
}
}
void SoundEngine::play(const std::string& name, float x, float y, float z, float volume, float pitch)
{
if (m_pOptions->m_fMasterVolume == 0.0f || volume <= 0.0f)
return;
SoundDesc sd;
if (m_repository.get(name, sd)) {
m_pSoundSystem->playAt(sd, x, y, z, volume, pitch);
}
}