Esempio n. 1
0
Audio::Audio()
{
    m_music_path[0] = "res/sounds/musics/music_1.wav";

    // hit_paddle_effect
    m_effects_paths[0] = "res/sounds/effects/hit_paddle.wav";
    // score_up_effect
    m_effects_paths[1] = "res/sounds/effects/score_up.wav";
    // ball_speed_up
    m_effects_paths[2] = "res/sounds/effects/speed_up.wav";


    if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) != 0)
    {
        Debug::log_err("Audio system couldn't be initialized. Due to: ",
                      Mix_GetError());

        show_audio_drivers();
        m_audio_opened = false;
    }
    else
    {
        Debug::log("Audio system initialized.");
        m_audio_opened = true;

        load_musics();
        load_effects();
    }
}
Esempio n. 2
0
int init_engine(SDL_GLContext *context, SDL_Window *window)
{
	int img_flags = IMG_INIT_PNG;
	if (!(IMG_Init(img_flags) & img_flags)) {
		printf("SD_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
		return -1;
	}

	if (init_gl(context, window))
		return -1;

	if (init_glew())
		return -1;

	// if (init_effects(shader_programs, shader_infos, LENGTH(shader_programs))) {
	// 	printf("Something went wrong with shader program initialization!\n");
	// 	return -1;
	// }

	load_effects(
		effects.all,       LENGTH(effects.all),
		shader_file_paths, LENGTH(shader_file_paths),
		attribute_strings, LENGTH(attribute_strings),
		uniform_strings,   LENGTH(uniform_strings));

	open_simplex_noise(open_simplex_noise_seed, &osnctx);

	SDL_GameControllerEventState(SDL_ENABLE);
	/* Open the first available controller. */
	SDL_GameController *controller = NULL;
	for (int i = 0; i < SDL_NumJoysticks(); ++i) {
		printf("Testing controller %i\n", i);
		if (SDL_IsGameController(i)) {
			controller = SDL_GameControllerOpen(i);
			if (controller) {
				printf("Successfully opened controller %i\n", i);
				break;
			} else {
				printf("Could not open gamecontroller %i: %s\n", i, SDL_GetError());
			}
		} else {
			printf("Controller %i is not a controller?\n", i);
		}
	}

	init_keyboard();
	init_render(); //Located in render.c

	if (signal(SIGUSR1, reload_signal_handler) == SIG_ERR) {
		printf("An error occurred while setting a signal handler.\n");
	}

	return 0;
}
Esempio n. 3
0
void reload_effects_void_wrapper()
{
	// if (!reload_effects(shader_programs, shader_infos, LENGTH(shader_programs))) {
	// 	deinit_render();
	// 	init_render();
	// }
	load_effects(
		effects.all,       LENGTH(effects.all),
		shader_file_paths, LENGTH(shader_file_paths),
		attribute_strings, LENGTH(attribute_strings),
		uniform_strings,   LENGTH(uniform_strings));
	deinit_render();
	init_render();
}