void * SoundManager::startPlaySound(const char * soundId, const bool isMusic)
{
    if (0 == strcmp(soundId, "")) return nullptr;
    
#ifdef FMOD_ACTIVE
    FMOD::Studio::ID sndID = {0};
    FMOD::Studio::EventDescription * sndDescription = NULL;
    ERRCHECK(_system->lookupID(soundId, &sndID));
    ERRCHECK(_system->getEventByID(&sndID, &sndDescription) );
    FMOD::Studio::EventInstance* instance = NULL;
    ERRCHECK( sndDescription->createInstance(&instance) );
    ERRCHECK(instance->start());
    
    this->setVolumeForSound(instance, isMusic);
    
    if (isMusic)
    {
        _instancesMusic.push_back(instance);
    }
    else
    {
        _instancesFX.push_back(instance);
    }
    
    return instance;
#else
    return nullptr;
#endif
}
	void SoundManager::PlayOnce( FMOD::Studio::EventInstance& sound )
	{
		FMOD_STUDIO_PLAYBACK_STATE curState;
		sound.getPlaybackState( &curState );
		if( curState != FMOD_STUDIO_PLAYBACK_PLAYING )
			sound.start();
	}
void * SoundManager::playSoundOnce(const char * soundId, const bool isMusic, const bool update)
{
    if (0 == strcmp(soundId, "")) return nullptr;
    
#ifdef FMOD_ACTIVE
    FMOD::Studio::ID sndID = {0};
    ERRCHECK(_system->lookupID(soundId, &sndID));
    FMOD::Studio::EventDescription* sndDescription = NULL;
    ERRCHECK(_system->getEventByID(&sndID, &sndDescription) );
    
    bool isOneShot;
    sndDescription->isOneshot(&isOneShot);
    if (!isOneShot)
    {
        CCLOG("ATTENZIONE: Il suono non è fire and forget");
    }
    
    FMOD::Studio::EventInstance* instance = NULL;
    ERRCHECK(sndDescription->createInstance(&instance));
    
    this->setVolumeForSound(instance, isMusic);
    
    ERRCHECK(instance->start());
    ERRCHECK(instance->release());
    if (update)
    {
        ERRCHECK(_system->update());
    }
    
    return instance;
#else
    return nullptr;
#endif
}
FReply FFMODAmbientSoundDetails::OnPlaySoundClicked()
{
	if( AmbientSound.IsValid() )
	{
		UFMODEvent* Event = AmbientSound.Get()->AudioComponent->Event.Get();
		if (Event)
		{
			FMOD::Studio::EventInstance* Instance = IFMODStudioModule::Get().CreateAuditioningInstance(Event);
			if (Instance)
			{
				Instance->start();
			}
		}
	}

	return FReply::Handled();
}
void SoundManager::updateSoundParameter(void * soundHandle, const char * paramName, const float paramValue, const bool disableOnMax)
{
#ifdef FMOD_ACTIVE
    FMOD::Studio::EventInstance * instance = static_cast<FMOD::Studio::EventInstance *>(soundHandle);
    if ( nullptr != instance && instance->isValid())
    {
        FMOD::Studio::ParameterInstance * parameter = NULL;
        ERRCHECK(instance->getParameter(paramName, &parameter));
        
        if (!parameter->isValid()) return;
        
        if (disableOnMax)
        {
            FMOD_STUDIO_PLAYBACK_STATE instancePlayState;
            ERRCHECK(instance->getPlaybackState(&instancePlayState));
            
            FMOD_STUDIO_PARAMETER_DESCRIPTION paramDescription;
            ERRCHECK(parameter->getDescription(&paramDescription));
            
            if ((instancePlayState == FMOD_STUDIO_PLAYBACK_PLAYING
                 || instancePlayState == FMOD_STUDIO_PLAYBACK_SUSTAINING)
                && paramValue > paramDescription.maximum)
            {
                instance->stop(FMOD_STUDIO_STOP_IMMEDIATE);
                //CCLOG("Suono disabilitato perché troppo distante");
            }
            else if (instancePlayState == FMOD_STUDIO_PLAYBACK_STOPPED && paramValue < paramDescription.maximum)
            {
                instance->start();
                //CCLOG("Suono riabilitato perché abbastanza vicino");
            }
        }
        ERRCHECK(parameter->setValue(paramValue));
//        ERRCHECK(instance->setParameterValue(paramName, paramValue));
    }
#endif
}
Beispiel #6
0
int FMOD_Main()
{
    void *extraDriverData = NULL;
    Common_Init(&extraDriverData);

    FMOD::Studio::System* system = NULL;
    ERRCHECK( FMOD::Studio::System::create(&system) );

    // The example Studio project is authored for 5.1 sound, so set up the system output mode to match
    FMOD::System* lowLevelSystem = NULL;
    ERRCHECK( system->getLowLevelSystem(&lowLevelSystem) );
    ERRCHECK( lowLevelSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_5POINT1, 0) );

    ERRCHECK( system->initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData) );

    FMOD::Studio::Bank* masterBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) );

    FMOD::Studio::Bank* stringsBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) );

    FMOD::Studio::Bank* ambienceBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Character.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &ambienceBank) );

    FMOD::Studio::EventDescription* eventDescription = NULL;
    ERRCHECK( system->getEvent("event:/Character/Radio/Command", &eventDescription) );

    FMOD::Studio::EventInstance* eventInstance = NULL;
    ERRCHECK( eventDescription->createInstance(&eventInstance) );
    
    ProgrammerSoundContext programmerSoundContext;
    ERRCHECK( system->getLowLevelSystem(&programmerSoundContext.system) );

    ERRCHECK( eventInstance->setUserData(&programmerSoundContext) );
    ERRCHECK( eventInstance->setCallback(programmerSoundCallback) );
    do
    {
        Common_Update();

        if (Common_BtnPress(BTN_ACTION1))
        {
            programmerSoundContext.soundName = Common_MediaPath("sequence-one.ogg");
            ERRCHECK( eventInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION2))
        {
            programmerSoundContext.soundName = Common_MediaPath("sequence-two.ogg");
            ERRCHECK( eventInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION3))
        {
            programmerSoundContext.soundName = Common_MediaPath("sequence-three.ogg");
            ERRCHECK( eventInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION4))
        {
            programmerSoundContext.soundName = Common_MediaPath("sequence-four.ogg");
            ERRCHECK( eventInstance->start() );
        }

        ERRCHECK( system->update() );

        Common_Draw("==================================================");
        Common_Draw("Event Parameter Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2014-2014.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Press %s to play event with sound 1", Common_BtnStr(BTN_ACTION1));
        Common_Draw("Press %s to play event with sound 2", Common_BtnStr(BTN_ACTION2));
        Common_Draw("Press %s to play event with sound 3", Common_BtnStr(BTN_ACTION3));
        Common_Draw("Press %s to play event with sound 4", Common_BtnStr(BTN_ACTION4));
        Common_Draw("");
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    ERRCHECK( system->release() );

    Common_Close();

    return 0;
}
int FMOD_Main()
{
    void *extraDriverData = NULL;
    Common_Init(&extraDriverData);

    FMOD::Studio::System* system = NULL;
    ERRCHECK( FMOD::Studio::System::create(&system) );
    ERRCHECK( system->initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData) );

    FMOD::Studio::Bank* masterBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) );

    FMOD::Studio::Bank* stringsBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) );

    FMOD::Studio::Bank* ambienceBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Character.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &ambienceBank) );

    FMOD::Studio::EventDescription* eventDescription = NULL;
    ERRCHECK( system->getEvent("event:/Character/Footsteps/Footsteps", &eventDescription) );

    FMOD::Studio::EventInstance* eventInstance = NULL;
    ERRCHECK( eventDescription->createInstance(&eventInstance) );

    FMOD::Studio::ParameterInstance* surfaceParameter = NULL;
    ERRCHECK( eventInstance->getParameter("Surface", &surfaceParameter) );

    // Make the event audible to start with
    ERRCHECK( surfaceParameter->setValue(1.0f) );

    float surfaceParameterValue = 0;
    ERRCHECK( surfaceParameter->getValue(&surfaceParameterValue) );
    
    ERRCHECK( eventInstance->start() );

    do
    {
        Common_Update();

        if (Common_BtnPress(BTN_ACTION1))
        {
            surfaceParameterValue -= 1.0f;
            ERRCHECK( surfaceParameter->setValue(surfaceParameterValue) );
            ERRCHECK( surfaceParameter->getValue(&surfaceParameterValue) );
        }

        if (Common_BtnPress(BTN_ACTION2))
        {
            surfaceParameterValue += 1.0f;
            ERRCHECK( surfaceParameter->setValue(surfaceParameterValue) );
            ERRCHECK( surfaceParameter->getValue(&surfaceParameterValue) );
        }

        ERRCHECK( system->update() );

        Common_Draw("==================================================");
        Common_Draw("Event Parameter Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2015-2015.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Surface Parameter = %1.1f", surfaceParameterValue);
        Common_Draw("");
        Common_Draw("Surface Parameter:");
        Common_Draw("Press %s to decrease value", Common_BtnStr(BTN_ACTION1));
        Common_Draw("Press %s to increase value", Common_BtnStr(BTN_ACTION2));
        Common_Draw("");
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    ERRCHECK( system->release() );

    Common_Close();

    return 0;
}
Beispiel #8
0
int FMOD_Main()
{
    //void *extraDriverData = NULL;
    Common_Init(NULL);

    FMOD::Studio::System* system = NULL;
    ERRCHECK( FMOD::Studio::System::create(&system) );

    // The example Studio project is authored for 5.1 sound, so set up the system output mode to match
    //
    //ERRCHECK( lowLevelSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_5POINT1, 0) );

    ERRCHECK( system->initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, NULL) );

	FMOD::System* lowLevelSystem = NULL;
    ERRCHECK( system->getLowLevelSystem(&lowLevelSystem) );

	FMOD_ADVANCEDSETTINGS set = {0};
	set.cbSize = sizeof(FMOD_ADVANCEDSETTINGS);
	
	lowLevelSystem->getAdvancedSettings(&set);

	srand(time(NULL));
	set.cbSize = sizeof(FMOD_ADVANCEDSETTINGS);
	set.randomSeed = rand();
	printf("%d\n",set.randomSeed);

	lowLevelSystem->setAdvancedSettings(&set);
    
    FMOD::Studio::Bank* masterBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) );
    
    FMOD::Studio::Bank* stringsBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) );
    
    FMOD::Studio::Bank* ambienceBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Surround_Ambience.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &ambienceBank) );
    
    FMOD::Studio::Bank* menuBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("UI_Menu.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &menuBank) );
    
    FMOD::Studio::Bank* weaponsBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Weapons.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &weaponsBank) );

	
    FMOD::Studio::Bank* characterBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Character.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &characterBank) );

    // Get the Looping Ambience event
    FMOD::Studio::EventDescription* loopingAmbienceDescription = NULL;
    ERRCHECK( system->getEvent("event:/Ambience/Country", &loopingAmbienceDescription) );
    
    FMOD::Studio::EventInstance* loopingAmbienceInstance = NULL;
    ERRCHECK( loopingAmbienceDescription->createInstance(&loopingAmbienceInstance) );
    
    // Get the 4 Second Surge event
    FMOD::Studio::EventDescription* cancelDescription = NULL;
    ERRCHECK( system->getEvent("event:/Character/Hand Foley/Doorknob", &cancelDescription) );
    
    FMOD::Studio::EventInstance* cancelInstance = NULL;
    ERRCHECK( cancelDescription->createInstance(&cancelInstance) );
    
    // Get the Single Explosion event
    FMOD::Studio::EventDescription* explosionDescription = NULL;
    ERRCHECK( system->getEvent("event:/Explosions/Single Explosion", &explosionDescription) );

    // Start loading explosion sample data and keep it in memory
    ERRCHECK( explosionDescription->loadSampleData() );

    do
    {
        Common_Update();
        
        if (Common_BtnPress(BTN_ACTION1))
        {
            // One-shot event
            FMOD::Studio::EventInstance* eventInstance = NULL;
            ERRCHECK( explosionDescription->createInstance(&eventInstance) );

            ERRCHECK( eventInstance->start() );

            // Release will clean up the instance when it completes
            ERRCHECK( eventInstance->release() );
        }
    
        if (Common_BtnPress(BTN_ACTION2))
        {
            ERRCHECK( loopingAmbienceInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION3))
        {
            ERRCHECK( loopingAmbienceInstance->stop(FMOD_STUDIO_STOP_IMMEDIATE) );
        }

        if (Common_BtnPress(BTN_ACTION4))
        {
            // Calling start on an instance will cause it to restart if it's already playing
            ERRCHECK( cancelInstance->start() );
        }

        ERRCHECK( system->update() );

        Common_Draw("==================================================");
        Common_Draw("Simple Event Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2014-2014.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Press %s to fire and forget the explosion", Common_BtnStr(BTN_ACTION1));
        Common_Draw("Press %s to start the looping ambience", Common_BtnStr(BTN_ACTION2));
        Common_Draw("Press %s to stop the looping ambience", Common_BtnStr(BTN_ACTION3));
        Common_Draw("Press %s to start/restart the cancel sound", Common_BtnStr(BTN_ACTION4));
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));
    
    ERRCHECK( weaponsBank->unload() );
    ERRCHECK( menuBank->unload() );
    ERRCHECK( ambienceBank->unload() );
    ERRCHECK( stringsBank->unload() );
    ERRCHECK( masterBank->unload() );
	ERRCHECK( characterBank->unload() );

    ERRCHECK( system->release() );

    Common_Close();

    return 0;
}
void outputEventByID(FMOD::Studio::System* system, const char* ID)
{
	FMOD_RESULT result;

	FMOD::Studio::ID eventID = { 0 };
	ERRCHECK(system->lookupID(ID, &eventID));  //Lookup the ID string from the banks

											   //Use the ID to get the event
	FMOD::Studio::EventDescription* eventDescription = NULL;
	ERRCHECK(system->getEventByID(&eventID, &eventDescription));

	// Create an instance of the event
	FMOD::Studio::EventInstance* eventInstance = NULL;
	ERRCHECK(eventDescription->createInstance(&eventInstance));
	
	//Preload sample data - otherwise some sounds just dont play
	//eventDescription->loadSampleData(); Done need this -  docs say it starts loading sample as soon as eventinstance created
	FMOD_STUDIO_LOADING_STATE  loadingState = FMOD_STUDIO_LOADING_STATE_LOADING;
	system->update();
	ERRCHECK(eventDescription->getSampleLoadingState(&loadingState));
	while (loadingState != FMOD_STUDIO_LOADING_STATE_LOADED)
	{
		//if (eventDescription->getSampleLoadingState(&loadingState)  == FMOD_OK)
		//{
		//	system->update();
		//}
		//else
		//{}
		//Sleep(1);
		ERRCHECK(eventDescription->getSampleLoadingState(&loadingState));
		system->update();
	}

	//Try and stop looping :~ failed
	//FMOD::ChannelGroup* Channels = NULL;
	//eventInstance->getChannelGroup(&Channels);
	//Channels->setMode(FMOD_LOOP_OFF);


	cout << "Dumping " << ID << endl;

	//TODO - delete file if length is 0 - no point having empty files around
	int length = 0;
	result = eventDescription->getLength(&length);
	if (length == 0)
	{
		return;
	}
	float rate = 1024.0f / 48000.0f;
	float newlength = (float)length / 1000; //turn length into seconds
	float totalCalls = (newlength) / rate; // calculate how many calls of our loop we need till the sound has been played
	float totalTime = 0.0f;
	//bool played = false;
	//OutputDebugString(ID); OutputDebugString("\n");

	//Start playback
	ERRCHECK(eventInstance->start()); //starting here seems to work ok
	
	FMOD_STUDIO_PLAYBACK_STATE playbackState = FMOD_STUDIO_PLAYBACK_STOPPED;
	//system->update();
	eventInstance->getPlaybackState(&playbackState);
	while (playbackState != FMOD_STUDIO_PLAYBACK_PLAYING)
	{
		eventInstance->getPlaybackState(&playbackState);
		system->update();
	}

	int TimelinePos = 0;
	int LastPos = -1;
	//for (int i = 0; i < totalCalls; i++)
	while (TimelinePos < length)
	{
		// if(1000 <= totalTime && !played)
		// {
		//// play sound just once
		//  //ERRCHECK( eventInstance->start() );
		//played = true;
		// }


		eventInstance->getTimelinePosition(&TimelinePos);
		char buffer[255 + 1];
		sprintf(buffer, "Timeline Position is %d\n", TimelinePos);
		OutputDebugString(buffer);

		if (LastPos > TimelinePos) //Looping sounds repeat it seems eg mus_loop_tense never reaches timelinepos then starts again
		{
			break;
		}
		LastPos = TimelinePos;
		system->update();
		Sleep(1);
		//Sleep(1.5); //Crucial! Slows it down enough so that sounds start and end at correct time
					//Big hack but still cant fix it. Tried with callbacks and other methods - this
					//Is the only way that 'reliably' works
		//totalTime += (rate * 1000);
		//sprintf(buffer, "TotalTime Position is %f\n", totalTime);
		//OutputDebugString(buffer);
	}

	eventInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); //FMOD_STUDIO_STOP_ALLOWFADEOUT 

	playbackState = FMOD_STUDIO_PLAYBACK_STOPPING;
	while (playbackState != FMOD_STUDIO_PLAYBACK_STOPPED)
	{
		eventInstance->getPlaybackState(&playbackState);
		system->update();
	}

	eventInstance->release(); //necessary?????
	eventDescription->unloadSampleData();

	system->update();
	loadingState = FMOD_STUDIO_LOADING_STATE_LOADED;
	while (loadingState != FMOD_STUDIO_LOADING_STATE_UNLOADED)
	{
		if (eventDescription->getSampleLoadingState(&loadingState) == FMOD_OK)
		{
			//system->update();
		}
		else
		{
		}
	}

	//eventDescription->releaseAllInstances;
}
bool outputEventByID(FMOD::Studio::System* system, const char* ID)
{
	FMOD_RESULT result;

	FMOD::Studio::ID eventID = { 0 };
	ERRCHECK(system->lookupID(ID, &eventID));  //Lookup the ID string from the banks

	//Use the ID to get the event
	FMOD::Studio::EventDescription* eventDescription = NULL;
	ERRCHECK(system->getEventByID(&eventID, &eventDescription));

	// Create an instance of the event
	FMOD::Studio::EventInstance* eventInstance = NULL;
	ERRCHECK(eventDescription->createInstance(&eventInstance));
	
	//Preload sample data - otherwise some sounds just dont play
	//eventDescription->loadSampleData(); Done need this -  docs say it starts loading sample as soon as eventinstance created
	FMOD_STUDIO_LOADING_STATE  loadingState = FMOD_STUDIO_LOADING_STATE_LOADING;
	system->update();
	ERRCHECK(eventDescription->getSampleLoadingState(&loadingState));
	while (loadingState != FMOD_STUDIO_LOADING_STATE_LOADED)
	{
		ERRCHECK(eventDescription->getSampleLoadingState(&loadingState));
		system->update();
	}

	
	int length = 0;
	result = eventDescription->getLength(&length);
	if (length == 0)
	{
		return false; 
	}


	cout << "Dumping " << ID << endl;

	int TimelinePos = 0;
	int LastPos = -1;
	bool played = false;

	while (TimelinePos < length)
	{
		if (!played)
		{
			ERRCHECK(eventInstance->start()); //Start playback
			played = true;
		}
		
		eventInstance->getTimelinePosition(&TimelinePos);
		//char buffer[255 + 1];
		//sprintf(buffer, "Timeline Position is %d\n", TimelinePos);
		//OutputDebugString(buffer);

		if (LastPos > TimelinePos) //Looping sounds repeat and have wrong getlength value eg mus_loop_tense never reaches timelinepos 
		{						   //Seems to report a longer length than reality. So if we dont manually stop it, the track loops forever
			break;
		}
		LastPos = TimelinePos;
		system->update();
		Sleep(1);   //Crucial! Slows it down enough so that sounds start and end at correct time
					//Big hack but still cant fix it. Tried with callbacks and other methods - this
					//Is the only way that 'reliably' works
	}

	eventInstance->stop(FMOD_STUDIO_STOP_IMMEDIATE); //FMOD_STUDIO_STOP_ALLOWFADEOUT 
	FMOD_STUDIO_PLAYBACK_STATE playbackState = FMOD_STUDIO_PLAYBACK_STOPPING;
	while (playbackState != FMOD_STUDIO_PLAYBACK_STOPPED)
	{
		eventInstance->getPlaybackState(&playbackState);
		system->update();
	}

	eventInstance->release(); //necessary?????
	eventDescription->unloadSampleData();

	system->update();
	loadingState = FMOD_STUDIO_LOADING_STATE_LOADED;
	while (loadingState != FMOD_STUDIO_LOADING_STATE_UNLOADED)
	{
		if (eventDescription->getSampleLoadingState(&loadingState) == FMOD_OK)
		{
			//system->update();
		}
		else
		{
		}
	}

	//eventDescription->releaseAllInstances;
	return true;
}
Beispiel #11
0
int FMOD_Main()
{
    void *extraDriverData = NULL;
    Common_Init(&extraDriverData);

    FMOD::Studio::System* system = NULL;
    ERRCHECK( FMOD::Studio::System::create(&system) );

    // The example Studio project is authored for 5.1 sound, so set up the system output mode to match
    FMOD::System* lowLevelSystem = NULL;
    ERRCHECK( system->getLowLevelSystem(&lowLevelSystem) );
    ERRCHECK( lowLevelSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_5POINT1, 0) );

    ERRCHECK( system->initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData) );

    FMOD::Studio::Bank* masterBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) );

    FMOD::Studio::Bank* stringsBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) );

    FMOD::Studio::Bank* musicBank = NULL;
    FMOD_RESULT result = system->loadBankFile(Common_MediaPath("Music.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &musicBank);
    if (result != FMOD_OK)
    {
        // Music bank is not exported by default, you will have to export from the tool first
        Common_Fatal("Please export music.bank from the Studio tool to run this example");
    }

    FMOD::Studio::EventDescription* eventDescription = NULL;
    ERRCHECK( system->getEvent("event:/Music/Music", &eventDescription) );

    FMOD::Studio::EventInstance* eventInstance = NULL;
    ERRCHECK( eventDescription->createInstance(&eventInstance) );
    
    CallbackInfo info;
    Common_Mutex_Create(&info.mMutex);

    ERRCHECK( eventInstance->setUserData(&info) );
    ERRCHECK( eventInstance->setCallback(markerCallback, FMOD_STUDIO_EVENT_CALLBACK_TIMELINE_MARKER | FMOD_STUDIO_EVENT_CALLBACK_TIMELINE_BEAT) );
    ERRCHECK( eventInstance->start() );

    do
    {
        Common_Update();

        ERRCHECK( system->update() );

        int position;
        ERRCHECK( eventInstance->getTimelinePosition(&position) );

        Common_Draw("==================================================");
        Common_Draw("Music Callback Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2015-2015.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Timeline = %d", position);
        Common_Draw("");
        // Obtain lock and look at our strings
        Common_Mutex_Enter(&info.mMutex);
        for (size_t i=0; i<info.mEntries.size(); ++i)
        {
            Common_Draw("    %s\n", info.mEntries[i].c_str());
        }
        Common_Mutex_Leave(&info.mMutex);
        Common_Draw("");
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    ERRCHECK( system->release() );

    Common_Mutex_Destroy(&info.mMutex);
    Common_Close();

    return 0;
}
Beispiel #12
0
int FMOD_Main()
{
    void *extraDriverData = 0;
    Common_Init(&extraDriverData);

    FMOD::Studio::System system;
    FMOD_RESULT result = FMOD::Studio::System::create(&system);
    ERRCHECK(result);

    result = system.initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData);
    ERRCHECK(result);

    FMOD::Studio::Bank masterBank;
    ERRCHECK( system.loadBankFile(Common_MediaPath("Master Bank.bank"), &masterBank) );

    FMOD::Studio::Bank stringsBank;
    ERRCHECK( system.loadBankFile(Common_MediaPath("Master Bank.bank.strings"), &stringsBank) );

    FMOD::Studio::Bank vehiclesBank;
    ERRCHECK( system.loadBankFile(Common_MediaPath("Vehicles.bank"), &vehiclesBank) );
    
    FMOD::Studio::ID eventID = {0};
    ERRCHECK( system.lookupEventID("/Vehicles/Basic Engine", &eventID) );

    FMOD::Studio::EventDescription eventDescription;
    ERRCHECK( system.getEvent(&eventID, FMOD_STUDIO_LOAD_BEGIN_NOW, &eventDescription) );

    FMOD::Studio::EventInstance eventInstance;
    ERRCHECK( eventDescription.createInstance(&eventInstance) );

    FMOD::Studio::ParameterInstance rpm;
    ERRCHECK( eventInstance.getParameter("RPM", &rpm) );

    ERRCHECK( rpm.setValue(650) );

    ERRCHECK( eventInstance.start() );

    // Position the listener at the origin
    FMOD_3D_ATTRIBUTES attributes = { { 0 } };
    attributes.forward.z = 1.0f;
    attributes.up.y = 1.0f;
    ERRCHECK( system.setListenerAttributes(&attributes) );

    // Position the event 2 units in front of the listener
    attributes.position.z = 2.0f;
    ERRCHECK( eventInstance.set3DAttributes(&attributes) );
    
    initializeScreenBuffer();

    do
    {
        Common_Update();
        
        if (Common_BtnPress(BTN_LEFT))
        {
            attributes.position.x -= 1.0f;
            ERRCHECK( eventInstance.set3DAttributes(&attributes) );
        }
        
        if (Common_BtnPress(BTN_RIGHT))
        {
            attributes.position.x += 1.0f;
            ERRCHECK( eventInstance.set3DAttributes(&attributes) );
        }
        
        if (Common_BtnPress(BTN_UP))
        {
            attributes.position.z += 1.0f;
            ERRCHECK( eventInstance.set3DAttributes(&attributes) );
        }
        
        if (Common_BtnPress(BTN_DOWN))
        {
            attributes.position.z -= 1.0f;
            ERRCHECK( eventInstance.set3DAttributes(&attributes) );
        }

        result = system.update();
        ERRCHECK(result);
        
        updateScreenPosition(attributes.position);
        Common_Draw("==================================================");
        Common_Draw("Event 3D Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2012-2013.");
        Common_Draw("==================================================");
        Common_Draw(screenBuffer);
        Common_Draw("Use the arrow keys (%s, %s, %s, %s) to control the event position", 
            Common_BtnStr(BTN_LEFT), Common_BtnStr(BTN_RIGHT), Common_BtnStr(BTN_UP), Common_BtnStr(BTN_DOWN));
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    result = system.release();
    ERRCHECK(result);

    Common_Close();

    return 0;
}
int FMOD_Main()
{
    void *extraDriverData = NULL;
    Common_Init(&extraDriverData);

    FMOD::Studio::System* system = NULL;
    ERRCHECK( FMOD::Studio::System::create(&system) );

    // The example Studio project is authored for 5.1 sound, so set up the system output mode to match
    FMOD::System* lowLevelSystem = NULL;
    ERRCHECK( system->getLowLevelSystem(&lowLevelSystem) );
    ERRCHECK( lowLevelSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_5POINT1, 0) );

    ERRCHECK( system->initialize(1024, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData) );

    FMOD::Studio::Bank* masterBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) );

    FMOD::Studio::Bank* stringsBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) );

    FMOD::Studio::Bank* ambienceBank = NULL;
    ERRCHECK( system->loadBankFile(Common_MediaPath("Character.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &ambienceBank) );

    FMOD::Studio::EventDescription* eventDescription = NULL;
    ERRCHECK( system->getEvent("event:/Character/Radio/Command", &eventDescription) );

    FMOD::Studio::EventInstance* eventInstance = NULL;
    ERRCHECK( eventDescription->createInstance(&eventInstance) );
    
    ProgrammerSoundContext programmerSoundContext;
    ERRCHECK( system->getLowLevelSystem(&programmerSoundContext.system) );

    ERRCHECK( eventInstance->setUserData(&programmerSoundContext) );
    ERRCHECK( eventInstance->setCallback(programmerSoundCallback, FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND | FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND) );

    ERRCHECK( eventInstance->setVolume(0.75f) );

    do
    {
        Common_Update();

        if (Common_BtnPress(BTN_ACTION1))
        {
            programmerSoundContext.soundName = Common_MediaPath("640166main_MECO.ogg");
            ERRCHECK( eventInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION2))
        {
            programmerSoundContext.soundName = Common_MediaPath("640169main_Press to ATO.ogg");
            ERRCHECK( eventInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION3))
        {
            programmerSoundContext.soundName = Common_MediaPath("640148main_APU Shutdown.ogg");
            ERRCHECK( eventInstance->start() );
        }

        if (Common_BtnPress(BTN_ACTION4))
        {
            programmerSoundContext.soundName = Common_MediaPath("640165main_Lookin At It.ogg");
            ERRCHECK( eventInstance->start() );
        }

        ERRCHECK( system->update() );

        Common_Draw("==================================================");
        Common_Draw("Programmer Sound Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2016-2016.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Press %s to play event with sound 1", Common_BtnStr(BTN_ACTION1));
        Common_Draw("Press %s to play event with sound 2", Common_BtnStr(BTN_ACTION2));
        Common_Draw("Press %s to play event with sound 3", Common_BtnStr(BTN_ACTION3));
        Common_Draw("Press %s to play event with sound 4", Common_BtnStr(BTN_ACTION4));
        Common_Draw("");
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    ERRCHECK( system->release() );

    Common_Close();

    return 0;
}