172 lines
5.1 KiB
C++
172 lines
5.1 KiB
C++
#include "SoundSystem.h"
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#include <iostream>
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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void SoundSystem::CheckError(FMOD_RESULT result, const char* context)
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{
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if (result != FMOD_OK) {
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std::cout << "FMOD error [" << context << "]: "
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<< FMOD_ErrorString(result) << "\n";
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}
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}
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FMOD_VECTOR SoundSystem::ToFMOD(const glm::vec3& v)
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{
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return { v.x, v.y, v.z };
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}
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// ---------------------------------------------------------------------------
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// Construction / destruction
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// ---------------------------------------------------------------------------
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SoundSystem::SoundSystem()
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{
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FMOD_RESULT result;
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result = FMOD::System_Create(&system);
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CheckError(result, "System_Create");
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// 512 max channels – raise if you need more simultaneous voices.
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result = system->init(512, FMOD_INIT_NORMAL | FMOD_INIT_3D_RIGHTHANDED, nullptr);
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CheckError(result, "system->init");
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// Default 3D settings: scale 1 unit = 1 metre, doppler on, rolloff linear.
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system->set3DSettings(1.0f, // doppler scale
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1.0f, // distance factor (metres per unit)
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1.0f); // rolloff scale
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// Default listener orientation (matches XAudio2 original).
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SetListenerPosition({ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f });
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}
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SoundSystem::~SoundSystem()
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{
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for (auto& [key, sd] : cache) {
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if (sd && sd->sound)
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sd->sound->release();
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delete sd;
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}
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cache.clear();
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if (system) {
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system->close();
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system->release();
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}
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}
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// ---------------------------------------------------------------------------
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// Asset loading
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// ---------------------------------------------------------------------------
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SoundData* SoundSystem::LoadSound(const std::string& filename, bool is3D)
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{
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// Return cached version if already loaded.
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auto it = cache.find(filename);
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if (it != cache.end()) return it->second;
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FMOD_MODE mode = FMOD_DEFAULT | FMOD_CREATECOMPRESSEDSAMPLE;
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if (is3D) mode |= FMOD_3D | FMOD_3D_LINEARROLLOFF;
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else mode |= FMOD_2D;
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SoundData* sd = new SoundData();
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sd->is3D = is3D;
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FMOD_RESULT result = system->createSound(filename.c_str(), mode, nullptr, &sd->sound);
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CheckError(result, "createSound");
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if (result != FMOD_OK) {
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delete sd;
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return nullptr;
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}
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// Default min/max distances for 3D sounds (tune per-asset if needed).
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if (is3D)
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sd->sound->set3DMinMaxDistance(1.0f, 100.0f);
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cache[filename] = sd;
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return sd;
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}
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// ---------------------------------------------------------------------------
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// Playback
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// ---------------------------------------------------------------------------
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FMOD::Channel* SoundSystem::PlaySound(SoundData* data, bool loop)
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{
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if (!data || !data->sound) return nullptr;
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data->sound->setMode(loop ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF);
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FMOD::Channel* channel = nullptr;
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FMOD_RESULT result = system->playSound(data->sound, nullptr, false, &channel);
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CheckError(result, "playSound");
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return (result == FMOD_OK) ? channel : nullptr;
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}
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FMOD::Channel* SoundSystem::PlaySound3D(SoundData* data,
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const glm::vec3& position,
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bool loop)
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{
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if (!data || !data->sound) return nullptr;
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// Start paused so we can set position before the first audio callback.
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data->sound->setMode(loop ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF);
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FMOD::Channel* channel = nullptr;
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FMOD_RESULT result = system->playSound(data->sound, nullptr, true, &channel);
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CheckError(result, "playSound3D");
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if (result != FMOD_OK || !channel) return nullptr;
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FMOD_VECTOR pos = ToFMOD(position);
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FMOD_VECTOR vel = { 0.0f, 0.0f, 0.0f };
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channel->set3DAttributes(&pos, &vel);
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channel->setPaused(false);
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return channel;
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}
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// ---------------------------------------------------------------------------
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// Listener
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// ---------------------------------------------------------------------------
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void SoundSystem::SetListenerPosition(const glm::vec3& position,
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const glm::vec3& forward,
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const glm::vec3& up,
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const glm::vec3& velocity)
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{
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FMOD_VECTOR pos = ToFMOD(position);
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FMOD_VECTOR vel = ToFMOD(velocity);
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FMOD_VECTOR fwd = ToFMOD(forward);
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FMOD_VECTOR up_ = ToFMOD(up);
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system->set3DListenerAttributes(0, &pos, &vel, &fwd, &up_);
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}
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// ---------------------------------------------------------------------------
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// Per-channel 3D update
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// ---------------------------------------------------------------------------
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void SoundSystem::SetChannelPosition(FMOD::Channel* channel,
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const glm::vec3& position,
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const glm::vec3& velocity)
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{
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if (!channel) return;
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FMOD_VECTOR pos = ToFMOD(position);
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FMOD_VECTOR vel = ToFMOD(velocity);
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channel->set3DAttributes(&pos, &vel);
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}
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// ---------------------------------------------------------------------------
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// Frame update – must be called once per game loop tick
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// ---------------------------------------------------------------------------
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void SoundSystem::Update()
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{
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system->update();
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} |