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2026-11-08 07:45:01 -05:00
commit 36e093f84c
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#include "SoundSystem.h"
#include <algorithm>
#include <iostream>
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
void SoundSystem::CheckError(FMOD_RESULT result, const char* context)
{
if (result != FMOD_OK) {
std::cout << "FMOD error [" << context << "]: "
<< FMOD_ErrorString(result) << "\n";
}
}
FMOD_VECTOR SoundSystem::ToFMOD(const glm::vec3& v)
{
return { v.x, v.y, v.z };
}
// ---------------------------------------------------------------------------
// Construction / destruction
// ---------------------------------------------------------------------------
SoundSystem::SoundSystem()
{
FMOD_RESULT result;
result = FMOD::System_Create(&system);
CheckError(result, "System_Create");
// 512 max channels – raise if you need more simultaneous voices.
result = system->init(512, FMOD_INIT_NORMAL | FMOD_INIT_3D_RIGHTHANDED, nullptr);
CheckError(result, "system->init");
// One unit is one meter. Rolloff is per sound, see SetDistances.
system->set3DSettings(1.0f, // doppler scale
1.0f, // distance factor (metres per unit)
1.0f); // rolloff scale, 1 is real world falloff between a sound's min and max distance
// Default listener orientation (matches XAudio2 original).
SetListenerPosition({ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f });
}
SoundSystem::~SoundSystem()
{
for (auto& [key, sd] : cache) {
if (sd && sd->sound)
sd->sound->release();
delete sd;
}
cache.clear();
if (system) {
system->close();
system->release();
}
}
// ---------------------------------------------------------------------------
// Asset loading
// ---------------------------------------------------------------------------
SoundData* SoundSystem::LoadSound(const std::string& filename, bool is3D)
{
// Return cached version if already loaded.
auto it = cache.find(filename);
if (it != cache.end()) return it->second;
FMOD_MODE mode = FMOD_DEFAULT | FMOD_CREATECOMPRESSEDSAMPLE;
// Inverse falloff like real sound, tapering to silence at max distance so far off sounds don't linger at a murmur
if (is3D) mode |= FMOD_3D | FMOD_3D_INVERSETAPEREDROLLOFF;
else mode |= FMOD_2D;
SoundData* sd = new SoundData();
sd->is3D = is3D;
FMOD_RESULT result = system->createSound(filename.c_str(), mode, nullptr, &sd->sound);
CheckError(result, "createSound");
if (result != FMOD_OK) {
delete sd;
return nullptr;
}
if (is3D)
sd->sound->set3DMinMaxDistance(DEFAULT_MIN_DISTANCE, DEFAULT_MAX_DISTANCE);
cache[filename] = sd;
return sd;
}
void SoundSystem::SetDistances(SoundData* data, float minDistance, float maxDistance)
{
if (!data || !data->sound || !data->is3D) return;
minDistance = std::max(minDistance, 0.01f);
CheckError(data->sound->set3DMinMaxDistance(minDistance, std::max(maxDistance, minDistance + 0.01f)), "set3DMinMaxDistance");
}
// ---------------------------------------------------------------------------
// Playback
// ---------------------------------------------------------------------------
// Looping set on the channel, so one play of a sound looping doesn't make every other play of it loop.
// Keeps the rest of the sound's mode, like being 3D and how it rolls off.
static void SetChannelLooping(FMOD::Sound* sound, FMOD::Channel* channel, bool loop)
{
FMOD_MODE mode = 0;
sound->getMode(&mode);
mode &= ~(FMOD_LOOP_OFF | FMOD_LOOP_NORMAL | FMOD_LOOP_BIDI);
mode |= loop ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF;
channel->setMode(mode);
channel->setLoopCount(loop ? -1 : 0);
}
FMOD::Channel* SoundSystem::PlaySound(SoundData* data, bool loop)
{
if (!data || !data->sound) return nullptr;
FMOD::Channel* channel = nullptr;
FMOD_RESULT result = system->playSound(data->sound, nullptr, true, &channel);
CheckError(result, "playSound");
if (result != FMOD_OK || !channel) return nullptr;
SetChannelLooping(data->sound, channel, loop);
channel->setPaused(false);
return channel;
}
FMOD::Channel* SoundSystem::PlaySound3D(SoundData* data,
const glm::vec3& position,
bool loop)
{
if (!data || !data->sound) return nullptr;
// Start paused so we can set position before the first audio callback.
FMOD::Channel* channel = nullptr;
FMOD_RESULT result = system->playSound(data->sound, nullptr, true, &channel);
CheckError(result, "playSound3D");
if (result != FMOD_OK || !channel) return nullptr;
FMOD_VECTOR pos = ToFMOD(position);
FMOD_VECTOR vel = { 0.0f, 0.0f, 0.0f };
channel->set3DAttributes(&pos, &vel);
SetChannelLooping(data->sound, channel, loop);
channel->setPaused(false);
return channel;
}
// ---------------------------------------------------------------------------
// Listener
// ---------------------------------------------------------------------------
void SoundSystem::SetListenerPosition(const glm::vec3& position,
const glm::vec3& forward,
const glm::vec3& up,
const glm::vec3& velocity)
{
FMOD_VECTOR pos = ToFMOD(position);
FMOD_VECTOR vel = ToFMOD(velocity);
FMOD_VECTOR fwd = ToFMOD(forward);
FMOD_VECTOR up_ = ToFMOD(up);
system->set3DListenerAttributes(0, &pos, &vel, &fwd, &up_);
}
// ---------------------------------------------------------------------------
// Per-channel 3D update
// ---------------------------------------------------------------------------
void SoundSystem::SetChannelPosition(FMOD::Channel* channel,
const glm::vec3& position,
const glm::vec3& velocity)
{
if (!channel) return;
FMOD_VECTOR pos = ToFMOD(position);
FMOD_VECTOR vel = ToFMOD(velocity);
channel->set3DAttributes(&pos, &vel);
}
// ---------------------------------------------------------------------------
// Frame update – must be called once per game loop tick
// ---------------------------------------------------------------------------
void SoundSystem::Update()
{
system->update();
}