Esempio n. 1
0
irrklang::ISound* CSoundManager::playWithFeedback( const core::vector3df origin, const std::string& event )
{
	ISoundSource* sound = container->getSound(event);
	if(!sound)	//! \todo weitere errormöglichkeiten!
		return nullptr;

	sound->setDefaultVolume(0.0);
	sound->setDefaultMinDistance(250);
	return engine->play3D(sound, conv(origin), false, false, true);
}
Esempio n. 2
0
// *********************************************************************************
//   PLAY - FUNCTIONS
// --------------------
bool CSoundManager::play(const core::vector3df& origin, const std::string& event)
{
	ISoundSource* sound = container->getSound(event);
	if(!sound)	//! \todo weitere errormöglichkeiten!
		return false;

	sound->setDefaultVolume(1.0);
	sound->setDefaultMinDistance(250);
	engine->play3D(sound, conv(origin));
	return true;
}
Esempio n. 3
0
ISoundSource *World::AddSoundSource()
{
	ISoundSource *ss = new SoundSource(engine->GetSoundSystem());
	AddTransformable(ss);
	ss->drop();
	
	// Maybe start it paused
	if (IsPaused())
		ss->Pause();
	
	return ss;
}
Esempio n. 4
0
int Arpe::playActionAudio(iPoint* value){

	if( strcmp( (*(*value).actualAction).audioFilename,"") != 0) { 
		if( (*(*value).actualAction).audioOverplay == false) 
			this->audioEngine->stopAllSounds();
		if( value->actualAction->audio3D ){
			ISoundSource* as = this->audioEngine->addSoundSourceFromFile(value->actualAction->audioFilename);
			vec3df pos(value->actualAction->x,value->actualAction->y,value->actualAction->z);
			as->setDefaultVolume(value->actualAction->mathValue2);
			this->audioEngine->play3D(as,pos);
		}
		else{
			this->audioEngine->play2D((*(*value).actualAction).audioFilename);	
		}
		return 1;
	}
	return 0;
}