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