コード例 #1
0
ファイル: AudioDevice.cpp プロジェクト: jackpoz/G3D-backup
void AudioDevice::playSound2D(const std::string& soundfile, SoundType type) {
    if ((m_engine != NULL) && ! soundfile.empty()) {
        FileSystem::markFileUsed(soundfile);

        const bool loop = (type == MUSIC);
        ISound* sound = m_engine->play2D(soundfile.c_str(), loop, START_PAUSED, RETURN_REFERENCE);

        switch (type) {
        case MUSIC:
            sound->setVolume(m_musicVolume * MUSIC_VOLUME_CONSTANT);
            if (m_music) {
                // Stop the previous music and replace it with this
                m_music->stop();
                m_music->drop();
            }
            m_music = sound;
            sound->setIsPaused(false);
            break;

        case UI:
            sound->setVolume(m_uiVolume * UI_VOLUME_CONSTANT);
            sound->setIsPaused(false);
            sound->drop();
            break;

        case EFFECT:
            sound->setVolume(m_effectVolume * EFFECT_VOLUME_CONSTANT);
            sound->setPlaybackSpeed(speedAdjust(m_timeScaleAtListener));
            sound->setIsPaused(false);
            sound->drop();
            break;
        }
    }
}
コード例 #2
0
    float CCE3SoundWrapper::GetPosition()
    {
        ISound* sound = GetPreferredSound();

        if ( sound )
        {
            unsigned int nSoundPos = sound->GetInterfaceExtended()->GetCurrentSamplePos( true );

            if ( nSoundPos )
            {
                // successfully got a position
                float fSoundPos = float( nSoundPos ) / MILLISECOND;

                // make loops possible so use float modulo with sync target end (loops in this FMOD integration don't reset position)
                float fEnd = m_pSyncTimesource->GetEnd();

                if ( fEnd >= VIDEO_EPSILON )
                {
                    bool bSeek = fSoundPos > fEnd;
                    fSoundPos = fmod( fSoundPos, fEnd );

                    if ( bSeek )
                    {
                        // if soundpos is beyond end then seek to normal starting position again
                        fSoundPos += m_pSyncTimesource->GetStart();
                        Seek( fSoundPos );
                    }
                }

                return fSoundPos;
            }
        }

        return -1;
    }
コード例 #3
0
void MusicPlayer::AddSound(string filename) {
    IStreamingSoundResourcePtr resource = 
        ResourceManager<IStreamingSoundResource>::Create(filename);
	// ISoundResourcePtr resource =
    //     ResourceManager<ISoundResource>::Create(filename);
	ISound* sound = system->CreateSound(resource);
    
    // @todo: ugly cast only for testing
    if (sound->IsStereoSound()) {
        IMonoSound* left = ((IStereoSound*)sound)->GetLeft();
        left->SetRelativePosition(true);
        left->SetPosition(Vector<3,float>(-10.0,0.0,0.0));
        
        IMonoSound* right = ((IStereoSound*)sound)->GetRight();
        right->SetRelativePosition(true);
        right->SetPosition(Vector<3,float>(10.0,0.0,0.0));
    }
    else if (sound->IsMonoSound()) {
        IMonoSound* mono = ((IMonoSound*)sound);
        mono->SetRelativePosition(true);
        mono->SetPosition(Vector<3,float>(0.0,0.0,0.0));
    }
    
    playlist.push_back((ISound*) sound);
    sound->SetGain(gain);

    // if we are playing the last number and insert a new
    // one, then update which number should be next
    nextTrackNumber = NextNumber();

    //@todo: set the sound to be relative to the listener i openal
}
コード例 #4
0
ファイル: Projectile.cpp プロジェクト: Hellraiser666/CryGame
//------------------------------------------------------------------------
void CProjectile::WhizSound(bool enable, const Vec3 &pos, const Vec3 &dir)
{
	if(enable)
	{
		if(!m_pAmmoParams->pWhiz)
			return;

		ISound *pSound=gEnv->pSoundSystem->CreateSound(m_pAmmoParams->pWhiz->sound, FLAG_SOUND_DEFAULT_3D|FLAG_SOUND_SELFMOVING);

		if(pSound)
		{
			m_whizSoundId = pSound->GetId();

			pSound->SetSemantic(eSoundSemantic_Projectile);
			pSound->SetPosition(pos);
			pSound->SetDirection(dir*m_pAmmoParams->pWhiz->speed);
			pSound->Play();
		}
	}
	else if(m_whizSoundId!=INVALID_SOUNDID)
	{
		ISound *pSound = gEnv->pSoundSystem->GetSound(m_whizSoundId);

		// only stop looping sounds and oneshots does not get cut when hitting a surface
		if(pSound && pSound->GetFlags() & FLAG_SOUND_LOOP)
			pSound->Stop();

		m_whizSoundId=INVALID_SOUNDID;
	}
}
コード例 #5
0
    ISound* CCE3SoundWrapper::GetPreferredSound()
    {
        // Return last preferred sound if he is still consistent, else search a new one
        ISound* pPreferredSound = NULL;
        ISound* pFallbackSound = NULL; // better then nothing...

        // last preferred source still there?
        if ( gEnv && gEnv->pSoundSystem )
        {
            pPreferredSound = gEnv->pSoundSystem->GetSound( m_nPreferredDataSource );
        }

        // is his playback state still consistent?
        if ( pPreferredSound && pPreferredSound->IsLoaded() && pPreferredSound->IsInitialized() && PLAYSTATE_CONSISTENT( pPreferredSound ) )
        {
            goto success;
        }

        // If not the check the 2d sound
        if ( Is2DSoundActive() && PLAYSTATE_CONSISTENT( m_p2DSound ) )
        {
            m_nPreferredDataSource = m_p2DSound->GetId();
            pPreferredSound = m_p2DSound;
            goto success;
        }

        pFallbackSound = m_p2DSound; // better then nothing...

        // Or one from the proxies
        for ( tEntitySoundProxyMap::iterator iterSound = m_SoundProxies.begin(); iterSound != m_SoundProxies.end(); ++iterSound )
        {
            if ( iterSound->second.IsActive() && PLAYSTATE_CONSISTENT( iterSound->second.GetSound() ) )
            {
                pPreferredSound = iterSound->second.GetSound();
                m_nPreferredDataSource = pPreferredSound->GetId();

                goto success;
            }

            // better then nothing...
            if ( !pFallbackSound && iterSound->second.IsExisting() )
            {
                pFallbackSound = iterSound->second.GetSound();
            }
        }

        // if nothing reliable was found
        m_nPreferredDataSource = INVALID_SOUNDID;

        if ( pFallbackSound )
        {
            return pFallbackSound;
        }

        return NULL;
success:
        // RefreshMaxDuration( pPreferredSound );
        return pPreferredSound;
    }
コード例 #6
0
ファイル: Game.cpp プロジェクト: getNick/test
void Game::applyRocketsMoves()
{
	// Fly thier ways
	rockets->fly(timer.delta);
	effects->drawRocketUpEffect(timer.delta);
	effects->drawRocketDownEffect(timer.delta);
	
	// Getting all nodes rockets hited & indecies for rockets
	array<u32> *Findecies, *Eindecies;
	Findecies = new array<u32>();
	Eindecies = new array<u32>();
	array<ISceneNode *> nodes = rockets->checkRockets(Findecies, Eindecies);
	effects->deleteRocketUp(Findecies);
	effects->deleteRocketDown(Eindecies);

	for (u32 i = 0; i < nodes.size(); i++)
	{
		vector3df pos = IDLE_VECTOR;

		// Checking fot fighter damage and death
		if (nodes[i] == fighter->getNode())
		{
			fighter->damage(FIGHTER_DAMAGE);
			if (fighter->isDead())
			{
				if (soundPlay)
				{
					ISound *bang = sound->play2D("sounds/bang.wav", false, true);
					bang->setVolume(0.1f);
					bang->setIsPaused(false);
					bang->drop();
				}
				state = OVER;
				engine->hideCursor(false);
				drop();
				gui->lose(engine->getGUI(), texManager);
				return;
			}
		}

		// Checking for enemies damage and death
		else if (enemies->checkNode(nodes[i], engine->getManager(), &score, sound, soundPlay, &pos))
		{
			state = OVER;
			engine->hideCursor(false);
			drop();
			gui->win(engine->getGUI(), texManager);
			return;
		}

		if (pos != vector3df(IDLE_VECTOR))
			effects->addDeath(engine->getManager(), texManager->getEffectsTexture()[0], pos);
	}

	// Refrashing score and health
	gui->setScore(score);
	if (!fighter->isDead())
		gui->setHealth(fighter->getHealth());
}
コード例 #7
0
ファイル: Scan.cpp プロジェクト: Adi0927/alecmercer-origins
//------------------------------------------------------------------------
void CScan::Update(float frameTime, uint32 frameId)
{
	if (m_scanning && m_pWeapon->IsClient())
	{
		if (m_delayTimer>0.0f)
		{
			m_delayTimer -= frameTime;
			if (m_delayTimer>0.0f)
				return;

			m_delayTimer = 0.0f;

			int slot = m_pWeapon->GetStats().fp ?  eIGS_FirstPerson :  eIGS_ThirdPerson;
			int id = m_pWeapon->GetStats().fp ? 0 : 1;

			m_scanLoopId=m_pWeapon->PlayAction(m_scanactions.scan, 0, true, CItem::eIPAF_Default|CItem::eIPAF_CleanBlending);
			ISound *pSound = m_pWeapon->GetSoundProxy()->GetSound(m_scanLoopId);
			if (pSound)
				pSound->GetInterfaceDeprecated()->SetLoopMode(true);
		}

		if(m_delayTimer==0.0f)
		{
			if(m_tagEntitiesDelay>0.0f)
			{
				m_tagEntitiesDelay-=frameTime;
				if(m_tagEntitiesDelay<=0.0f)
				{
					m_tagEntitiesDelay = 0.0f;

					//Here is when entities are displayed on Radar
					if(gEnv->pGame->GetIGameFramework()->GetClientActor() == m_pWeapon->GetOwnerActor())
					{
						if(gEnv->bServer)
							NetShoot(ZERO, 0);
						else
							m_pWeapon->RequestShoot(0, ZERO, ZERO, ZERO, ZERO, 1.0f, 0, false);
					}
				}
			}

			if (m_durationTimer>0.0f)
			{
				m_durationTimer-=frameTime;
				if (m_durationTimer<=0.0f)
				{
					m_durationTimer=0.0f;	
					StopFire();
					//m_pWeapon->RequestShoot(0, ZERO, ZERO, ZERO, ZERO, 1.0f, 0, false);
				}
			}
		}

		m_pWeapon->RequireUpdate(eIUS_FireMode);
	}
}
コード例 #8
0
ファイル: Scan.cpp プロジェクト: Adi0927/alecmercer-origins
//------------------------------------------------------------------------
void CScan::NetStartFire()
{
	if (!m_pWeapon->IsClient())
		return;

	m_scanLoopId=m_pWeapon->PlayAction(m_scanactions.scan);
	ISound *pSound = m_pWeapon->GetSoundProxy()->GetSound(m_scanLoopId);
	if (pSound)
		pSound->GetInterfaceDeprecated()->SetLoopMode(true);
}
コード例 #9
0
//------------------------------------------------------------------------
void CRapid::UpdateSound(float frameTime)
{
	if (m_speed >= 0.00001f)
	{
		if (m_soundId == INVALID_SOUNDID)
		{
			m_soundId = m_pWeapon->PlayAction(m_pShared->rapidactions.rapid_fire, 0, true, CItem::eIPAF_Default & (~CItem::eIPAF_Animation));
		}

		if (m_soundId != INVALID_SOUNDID)
		{
			float rpm_scale = m_speed / m_pShared->rapidparams.min_speed;
			float ammo = 0;

			if (!OutOfAmmo())
			{
				ammo = 1.0f;
			}

			ISound *pSound = m_pWeapon->GetISound(m_soundId);

			if (pSound)
			{
				if (g_pGameCVars->i_debug_sounds)
				{
					float color[] = {1, 1, 1, 0.5};
					gEnv->pRenderer->Draw2dLabel(150, 500, 1.3f, color, false, "%s rpm_scale: %.2f", m_pWeapon->GetEntity()->GetName(), rpm_scale);
				}

				pSound->SetParam("rpm_scale", rpm_scale, false);
				pSound->SetParam("ammo", ammo, false);

				//Sound variations for FY71 (AI most common weapon)
				if(m_pShared->fireparams.sound_variation && !m_pWeapon->IsOwnerFP())
				{
					pSound->SetParam("variations", m_soundVariationParam, true);
				}
			}

			if (m_speed >= m_pShared->rapidparams.min_speed)
			{
				m_spinUpSoundId = INVALID_SOUNDID;
			}
		}
	}
	else if (m_soundId != INVALID_SOUNDID)
	{
		m_pWeapon->StopSound(m_soundId);
		m_soundId = INVALID_SOUNDID;
	}
}
コード例 #10
0
ファイル: Entity.cpp プロジェクト: Dopelust/SP3-13
void Entity::Knockback(Vector3 dir)
{
	kbVelocity.x += dir.x;
	if (velocity.y <= 0)
		velocity.y += 5;
	kbVelocity.z += dir.z;

	vector<char*> soundFileName;

	if (entityID == HORSE)
	{
		soundFileName.push_back("Assets/Media/Damage/horseCry1.mp3");
		soundFileName.push_back("Assets/Media/Damage/horseCry2.mp3");
		soundFileName.push_back("Assets/Media/Damage/horseCry3.mp3");
		soundFileName.push_back("Assets/Media/Damage/horseCry4.mp3");
	}
	//else if (entityID == SENTRY || entityID == ENEMY_2 || entityID == ENEMY_3)
	//{
	//	// Enemy Kenna Hit Sound
	//	soundFileName.push_back("Assets/Media/Damage/enemyCry1.mp3");
	//	soundFileName.push_back("Assets/Media/Damage/enemyCry2.mp3");
	//	soundFileName.push_back("Assets/Media/Damage/enemyCry3.mp3");
	//}
	else if (entityID == WOLF)
	{
		// Wolf Kenna Hit Sound
		soundFileName.push_back("Assets/Media/Damage/wolfCry1.mp3");
		soundFileName.push_back("Assets/Media/Damage/wolfCry2.mp3");
		soundFileName.push_back("Assets/Media/Damage/wolfCry3.mp3");
	}
	else
	{
		soundFileName.push_back("Assets/Media/Damage/hit1.mp3");
		soundFileName.push_back("Assets/Media/Damage/hit2.mp3");
		soundFileName.push_back("Assets/Media/Damage/hit3.mp3");
	}

	ISound* sound = engine->play3D(soundFileName[rand() % soundFileName.size()], vec3df(position.x, position.y, position.z), false, true);
	if (sound)
	{
		sound->setVolume(1.f);
		sound->setIsPaused(false);
	}

	health -= dir.LengthSquared() * 0.01f;
	if (health < 1)
		health = 0;
}
コード例 #11
0
ファイル: AudioDevice.cpp プロジェクト: jackpoz/G3D-backup
void AudioDevice::playSound3D(const std::string& soundfile, const Point3& wsPosition, const Vector3& wsVelocity, const float timeScale) {
    if ((m_engine != NULL) && ! soundfile.empty()) {
        FileSystem::markFileUsed(soundfile);

        ISound* sound = m_engine->play3D(soundfile.c_str(), g3dToirrKlang(wsPosition), 
                                         ! PLAY_LOOPED, START_PAUSED, RETURN_REFERENCE);

        if (sound) {
            // Distance at which the sound plays at "full" volume
            sound->setMinDistance(200.0f);
            sound->setVelocity(g3dToirrKlang(wsVelocity * timeScale));
            sound->setVolume(m_effectVolume * EFFECT_3D_VOLUME_CONSTANT);

            m_active3D.append(sound);

            if (timeScale != 1.0f) {
                sound->setPlaybackSpeed(speedAdjust(m_timeScaleAtListener));
            }

            // Start playing the sound
            sound->setIsPaused(false);

            // Don't drop the reference; we're holding it in m_active3D
        }
    }
}
コード例 #12
0
ファイル: ScriptBind_HUD.cpp プロジェクト: RenEvo/dead6
int CScriptBind_HUD::TacWarning(IFunctionHandler *pH)
{
	CHUD *pHUD = g_pGame->GetHUD();
	if (!pHUD)
		return pH->EndFunction();
	std::vector<CHUDRadar::RadarEntity> buildings = *(pHUD->GetRadar()->GetBuildings());
	for(int i = 0; i < buildings.size(); ++i)
	{
		IEntity *pEntity = gEnv->pEntitySystem->GetEntity(buildings[i].m_id);
		if(!stricmp(pEntity->GetClass()->GetName(), "HQ"))
		{
			Vec3 pos = pEntity->GetWorldPos();
			pos.z += 10;
			ISound *pSound = gEnv->pSoundSystem->CreateSound("sounds/interface:multiplayer_interface:mp_tac_alarm_ambience", FLAG_SOUND_3D);
			if(pSound)
			{
				pSound->SetPosition(pos);
				pSound->Play();
			}
		}
	}
	return pH->EndFunction();
}
コード例 #13
0
ファイル: AudioDevice.cpp プロジェクト: jackpoz/G3D-backup
void AudioDevice::simulate
(const float    dt, 
 const float    timeScaleAtListener, 
 const CFrame&  wsListenerFrame,
 const Vector3& wsListenerVelocity) {

    m_listenerPosition = wsListenerFrame.translation;

    if (m_engine) {
        m_engine->setListenerPosition
            (g3dToirrKlang(wsListenerFrame.translation), 
             g3dToirrKlang(wsListenerFrame.lookVector()), 
             g3dToirrKlang(wsListenerVelocity),
             g3dToirrKlang(wsListenerFrame.upVector()));
    }

    m_timeScaleAtListener = timeScaleAtListener;
    if (m_music) {
        m_music->setPlaybackSpeed(speedAdjust(timeScaleAtListener));
        if (m_music->isFinished()) {
            m_music->drop();
            m_music = NULL;
        }
    }

    // Update already-playing 3D sounds
    for (int s = 0; s < m_active3D.size(); ++s) {
        ISound* sound = m_active3D[s];
        if (sound->isFinished()) {
            // End
            m_active3D.fastRemove(s);
            --s;
        } else {
            sound->setPosition(sound->getPosition() + dt * sound->getVelocity());
        }
    }
}
コード例 #14
0
ファイル: Projectile.cpp プロジェクト: nhnam/Seasons
//------------------------------------------------------------------------
void CProjectile::RicochetSound(const Vec3 &pos, const Vec3 &dir)
{
	if (!m_pAmmoParams->pRicochet)
		return;

	ISound *pSound = gEnv->pSoundSystem->CreateSound(m_pAmmoParams->pRicochet->sound, FLAG_SOUND_DEFAULT_3D|FLAG_SOUND_SELFMOVING);
	if (pSound)
	{
		pSound->GetId();
		pSound->SetSemantic(eSoundSemantic_Projectile);
		pSound->SetPosition(pos);
		pSound->SetDirection(dir*m_pAmmoParams->pRicochet->speed);
		pSound->Play();
	}
}
コード例 #15
0
ファイル: GameAudio.cpp プロジェクト: Hellraiser666/CryGame
// add enum of sound you want to play, and add command to game code at appropiate spot
void CGameAudio::PlaySound(EGameAudioSounds eSound, IEntity *pEntity, float param, bool stopSound)
{
	int soundFlag = 0; //localActor will get 2D sounds
	ESoundSemantic eSemantic = eSoundSemantic_None;
	ISound *pSound = NULL;
	bool	setParam = false;
	static string soundName;
	soundName.resize(0);

	switch(eSound)
	{
	case EGameAudioSound_NOSOUND:
		break;

	case EGameAudioSound_LAST:
		break;

	default:
		break;
	}

	//if(!force3DSound && m_pOwner == m_pGameFramework->GetClientActor() && !m_pOwner->IsThirdPerson() && soundName.size())
	//{
	//	if (bAppendPostfix)
	//		soundName.append("_fp");
	//}

	IEntitySoundProxy *pSoundProxy = pEntity ? (IEntitySoundProxy *)pEntity->CreateProxy(ENTITY_PROXY_SOUND) : NULL;

	if(soundName.size() && eSound < EGameAudioSound_LAST)		//get / create or stop sound
	{
		if(m_sounds[eSound].ID != INVALID_SOUNDID)
		{
			if(pSoundProxy)
				pSound = pSoundProxy->GetSound(m_sounds[eSound].ID);
			else
				pSound = gEnv->pSoundSystem->GetSound(m_sounds[eSound].ID);

			if(stopSound)
			{
				if(pSound)
					pSound->Stop();

				m_sounds[eSound].ID = INVALID_SOUNDID;
				return;
			}
		}

		if(!pSound && !stopSound)
		{
			pSound = gEnv->pSoundSystem->CreateSound(soundName, soundFlag);

			if(pSound)
			{
				pSound->SetSemantic(eSemantic);
				//float fTemp = 0.0f;
				m_sounds[eSound].ID = pSound->GetId();
				m_sounds[eSound].bLooping = (pSound->GetFlags() & FLAG_SOUND_LOOP) != 0;
				m_sounds[eSound].b3D = (pSound->GetFlags() & FLAG_SOUND_3D) != 0;
				//m_sounds[eSound].nMassIndex = pSound->GetParam("mass", &fTemp, false);
				//m_sounds[eSound].nSpeedIndex = pSound->GetParam("speed", &fTemp, false);
				//m_sounds[eSound].nStrengthIndex = pSound->GetParam("strength", &fTemp, false);
			}
		}
	}

	if(pSound)		//set params and play
	{
		//pSound->SetPosition(m_pOwner->GetEntity()->GetWorldPos());

		if(setParam)
		{
			//if (m_sounds[eSound].nMassIndex != -1)
			//	pSound->SetParam(m_sounds[sound].nMassIndex, param);

			//if (m_sounds[eSound].nSpeedIndex != -1)
			//	pSound->SetParam(m_sounds[sound].nSpeedIndex, param);

			//if (m_sounds[eSound].nStrengthIndex != -1)
			//	pSound->SetParam(m_sounds[sound].nStrengthIndex, param);
		}

		if(!(m_sounds[eSound].bLooping && pSound->IsPlaying()))
		{
			if(pSoundProxy)
				pSoundProxy->PlaySound(pSound);
			else
				pSound->Play();
		}
	}
}
コード例 #16
0
//------------------------------------------------------------------------
tSoundID CItem::PlayAction(const ItemString &actionName, int layer, bool loop, uint32 flags, float speedOverride)
{
	if(!m_enableAnimations || !IsOwnerInGame())
		return (tSoundID)-1;

	TActionMap::iterator it = m_sharedparams->actions.find(CONST_TEMPITEM_STRING(actionName));

	if(it == m_sharedparams->actions.end())
	{
//		GameWarning("Action '%s' not found on item '%s'!", actionName, GetEntity()->GetName());

		for(int i=0; i<eIGS_Last; i++)
		{
			m_animationTime[i]=0;
			m_animationSpeed[i]=1.0f;
			m_animationEnd[i]=0;
		}

		return 0;
	}

	bool fp = m_stats.fp;

	if(m_parentId)
	{
		CItem *pParent=static_cast<CItem *>(m_pItemSystem->GetItem(m_parentId));

		if(pParent)
			fp=pParent->GetStats().fp;
	}

	if(flags&eIPAF_ForceFirstPerson)
		fp = true;

	if(flags&eIPAF_ForceThirdPerson)
		fp = false;

	int sid=fp?eIGS_FirstPerson:eIGS_ThirdPerson;
	SAction &action = it->second;

	tSoundID result = INVALID_SOUNDID;

	if((flags&eIPAF_Sound) && !action.sound[sid].name.empty() && IsSoundEnabled() && g_pGameCVars->i_soundeffects)
	{
		int nSoundFlags = FLAG_SOUND_DEFAULT_3D;
		nSoundFlags |= flags&eIPAF_SoundStartPaused?FLAG_SOUND_START_PAUSED:0;
		IEntitySoundProxy *pSoundProxy = GetSoundProxy(true);

		//GetSound proxy from dualwield master if neccesary
		if(IsDualWieldSlave())
		{
			CItem *pMaster = static_cast<CItem *>(GetDualWieldMaster());

			if(pMaster)
			{
				pSoundProxy = pMaster->GetSoundProxy(true);
			}
		}

		EntityId pSkipEnts[3];
		int nSkipEnts = 0;

		// TODO for Marcio :)
		// check code changes

		// Skip the Item
		pSkipEnts[nSkipEnts] = GetEntity()->GetId();
		++nSkipEnts;

		// Skip the Owner
		if(GetOwner())
		{
			pSkipEnts[nSkipEnts] = GetOwner()->GetId();
			++nSkipEnts;
		}

		if(pSoundProxy)
		{

			TempResourceName name;
			FixResourceName(action.sound[sid].name, name, flags);
			//nSoundFlags = nSoundFlags | (fp?FLAG_SOUND_DEFAULT_3D|FLAG_SOUND_RELATIVE:FLAG_SOUND_DEFAULT_3D);
			Vec3 vOffset(0,0,0);

			if(fp)
				vOffset.x = 0.3f; // offset for first person weapon to the front

			if(!g_pGameCVars->i_staticfiresounds)
			{
				result = pSoundProxy->PlaySoundEx(name, vOffset, FORWARD_DIRECTION, nSoundFlags, 1.0f, 0, 0, eSoundSemantic_Weapon, pSkipEnts, nSkipEnts);
				ISound *pSound = pSoundProxy->GetSound(result);

				if(pSound && action.sound[sid].sphere>0.0f)
					pSound->SetSphereSpec(action.sound[sid].sphere);
			}
			else
			{
				SInstanceAudio *pInstanceAudio=0;

				if(action.sound[sid].isstatic)
				{
					TInstanceActionMap::iterator iit = m_instanceActions.find(CONST_TEMPITEM_STRING(actionName));

					if(iit == m_instanceActions.end())
					{
						std::pair<TInstanceActionMap::iterator, bool> insertion=m_instanceActions.insert(TInstanceActionMap::value_type(actionName, SInstanceAction()));
						pInstanceAudio=&insertion.first->second.sound[sid];
					}
					else
						pInstanceAudio=&iit->second.sound[sid];
				}

				if(pInstanceAudio && (pInstanceAudio->id != INVALID_SOUNDID) && (name != pInstanceAudio->static_name))
					ReleaseStaticSound(pInstanceAudio);

				if(!pInstanceAudio || pInstanceAudio->id == INVALID_SOUNDID)
				{
					result = pSoundProxy->PlaySoundEx(name, vOffset, FORWARD_DIRECTION, nSoundFlags, 1.0f, 0, 0, eSoundSemantic_Weapon, pSkipEnts, nSkipEnts);
					ISound *pSound = pSoundProxy->GetSound(result);

					if(pSound && action.sound[sid].sphere>0.0f)
						pSound->SetSphereSpec(action.sound[sid].sphere);
				}

				if(action.sound[sid].isstatic)
				{
					if(pInstanceAudio->id == INVALID_SOUNDID)
					{
						if(pSoundProxy->SetStaticSound(result, true))
						{
							pInstanceAudio->id = result;
							pInstanceAudio->static_name = name;
							pInstanceAudio->synch = action.sound[sid].issynched;
						}
					}
					else
					{
						ISound *pSound = pSoundProxy->GetSound(pInstanceAudio->id);

						if(pSound)
							pSound->Play(1.0, true, true, pSoundProxy);
					}
				}
			}

			if(gEnv->pAISystem && action.sound[sid].airadius > 0.0f)
			{
				EntityId ownerId = GetOwner() ? GetOwner()->GetId() : 0;

				// associate sound event with vehicle if the shooter is in a vehicle (tank cannon shot, etc)
				if(CActor *pOwnerActor = GetOwnerActor())
				{
					IVehicle *pOwnerVehicle = pOwnerActor->GetLinkedVehicle();

					if(pOwnerVehicle && pOwnerVehicle->GetEntityId())
						ownerId = pOwnerVehicle->GetEntityId();
				}

				SAIStimulus stim(AISTIM_SOUND, AISOUND_WEAPON, ownerId?ownerId:GetEntityId() , 0,
								 GetEntity()->GetWorldPos(), ZERO, action.sound[sid].airadius);

				gEnv->pAISystem->RegisterStimulus(stim);
			}
		}
	}


	if(flags&eIPAF_Animation)
	{
		TempResourceName name;
		// generate random number only once per call to allow animations to
		// match across geometry slots (like first person and third person)
		float randomNumber = Random();

		for(int i=0; i<eIGS_Last; i++)
		{
			if(!(flags&(1<<i)))
				continue;

			int nanimations=action.animation[i].size();

			if(nanimations <= 0)
				continue;

			int anim = int(randomNumber * float(nanimations));

			if(action.animation[i][anim].name.empty())
				continue;

			FixResourceName(action.animation[i][anim].name, name, flags);

			if((i == eIGS_Owner) || (i == eIGS_OwnerLooped))
			{
				if(!action.animation[i][anim].name.empty())
				{
					bool looping=(eIGS_OwnerLooped==i);

					CActor *pOwner = GetOwnerActor();

					if(pOwner)
					{
						if(IsDualWield() && !m_sharedparams->params.dual_wield_pose.empty())
							pOwner->PlayAction(name, m_sharedparams->params.dual_wield_pose.c_str(), looping);
						else
							pOwner->PlayAction(name, m_sharedparams->params.pose.c_str(), looping);
					}
				}

				continue;
			}
			else if(i == eIGS_OffHand)
			{
				if(!action.animation[eIGS_OffHand][anim].name.empty())
				{
					CActor *pOwner = GetOwnerActor();

					if(pOwner)
					{
						CItem *pOffHand = pOwner->GetItemByClass(CItem::sOffHandClass);

						if(pOffHand && pOffHand!=this)
						{
							uint32 ohflags=eIPAF_Default;

							if(action.animation[eIGS_OffHand][anim].blend==0.0f)
								ohflags|=eIPAF_NoBlend;

							pOffHand->PlayAction(action.animation[eIGS_OffHand][anim].name, 0, false, ohflags);
						}
					}
				}

				continue;
			}

			SAnimation &animation=action.animation[i][anim];

			if(!animation.name.empty())
			{
				float blend = animation.blend;

				if(flags&eIPAF_NoBlend)
					blend = 0.0f;

				if(speedOverride > 0.0f)
					PlayAnimationEx(name, i, layer, loop, blend, speedOverride, flags);
				else
					PlayAnimationEx(name, i, layer, loop, blend, animation.speed, flags);
			}

			if((m_stats.fp || m_stats.viewmode&eIVM_FirstPerson) && i==eIGS_FirstPerson && !animation.camera_helper.empty())
			{
				m_camerastats.animating=true;
				m_camerastats.helper=animation.camera_helper;
				m_camerastats.position=animation.camera_pos;
				m_camerastats.rotation=animation.camera_rot;
				m_camerastats.follow=animation.camera_follow;
				m_camerastats.reorient=animation.camera_reorient;
			}
			else if(m_camerastats.animating)
				m_camerastats=SCameraAnimationStats();
		}
	}

	if(flags&eIPAF_Effect && !action.effect[sid].name.empty())
	{
		// change this to attach, if needed
		SpawnEffect(sid, action.effect[sid].name.c_str(), action.effect[sid].helper.c_str());
	}

	if(action.children)
	{
		for(TAccessoryMap::iterator ait=m_accessories.begin(); ait!=m_accessories.end(); ait++)
		{
			EntityId aId=(EntityId)ait->second;
			CItem *pAccessory=static_cast<CItem *>(m_pItemSystem->GetItem(aId));

			if(pAccessory)
				pAccessory->PlayAction(actionName, layer, loop, flags, speedOverride);
		}
	}

	return result;
}
コード例 #17
0
void SoundSystem::Play2D(Sound2D* media){

	
	if(Instance().CheckSoundPlaying(media)){//if playing
		
		ISound* temp = Instance().currPlayingLoopedSounds[media];
		if(!temp->getIsPaused()){
			temp->setPlayPosition(0.0f);//set back to beginning
		}
		temp->setIsLooped(false);
		temp->setSoundStopEventReceiver (Instance().sndEndReceiver,media);
		temp->setVolume(media->volume);
		temp->setIsPaused(false);
	}else{
		//creates a new sound instance
		ISound* temp = Instance().soundEngine->play2D(media->mySoundSource,false,false,true);
		Instance().currPlayingLoopedSounds.insert(std::pair<Sound*,ISound*>(media,temp));
		temp->setSoundStopEventReceiver(Instance().sndEndReceiver,media);
		temp->setVolume(media->volume);
		temp->setIsPaused(false);
	}
	
}
コード例 #18
0
void SoundSystem::Play3D(Sound3D* media){
	if(Instance().CheckSoundPlaying(media)){//if playing
		ISound* temp = Instance().currPlayingLoopedSounds[media];
		if(!temp->getIsPaused()){
			temp->setPlayPosition(0.0f);//set back to beginning
		}
		temp->setIsLooped(false);
		temp->setSoundStopEventReceiver (Instance().sndEndReceiver,media);
		temp->setVolume(media->volume);
		temp->setMinDistance(media->minSoundDist);
		temp->setMaxDistance(FLT_MAX); // max attenuation distance
		temp->setIsPaused(false);
	}else{
		//creates a new sound instance
         ISound* temp = Instance().soundEngine->play3D(media->mySoundSource,vec3df(media->GetSoundPosition()[x],media->GetSoundPosition()[y],media->GetSoundPosition()[z]),false,false,true);
		
		//ISound* temp = Instance().soundEngine->play3D(media->mySoundSource,media->GetPosition(),false,true);
		Instance().currPlayingLoopedSounds.insert(std::pair<Sound*,ISound*>(media,temp));
		temp->setSoundStopEventReceiver(Instance().sndEndReceiver,media);
		temp->setVolume(media->volume);
		temp->setMinDistance(media->minSoundDist);
		temp->setMaxDistance(FLT_MAX); // max attenuation distance
		temp->setIsPaused(false);
		
	}
}
コード例 #19
0
ファイル: main.cpp プロジェクト: ValdamireGido/spacebattle
int main ()
{
	// Main device //
	IrrlichtDevice * pMainDevice = createDevice ( video::EDT_OPENGL
		, core::dimension2d < u32 > ( X_SIDE, Y_SIDE ), 16, false, false, false );
	if ( ! pMainDevice )
		return EXIT_FAILURE;

	// Main audio device //
	ISoundEngine * pSoundEngine = createIrrKlangDevice ();
	if ( ! pSoundEngine )
		return EXIT_FAILURE;

	// Initializing application context structure //
	sApplicationContext context;
	context.m_pMainDevice = pMainDevice;
	context.m_counter = 0;
	context.isInGame = false;

	// Initializing receiver //
	Global::myEventReceiver = new MyEventReceiver(&context);

	pMainDevice->setEventReceiver ( Global::myEventReceiver ); // Adding receiver to device
	pMainDevice->setWindowCaption ( L"Space Battle" ); // Text on the top of the application 
	pMainDevice->setResizable ( false ); // Disabling window resizing

	// Getting all main controll componets //
	// Static part //
	Global::spVideoDriver = pMainDevice->getVideoDriver ();

	// Other part // 
	scene::ISceneManager * pSceneManager = pMainDevice->getSceneManager ();
	scene::ICameraSceneNode * pCamera = pSceneManager->addCameraSceneNode ();
	gui::IGUIEnvironment * pGUIEnvironment = pMainDevice->getGUIEnvironment();

	// Vector for controling all animators //
	std::vector < scene::ISceneNodeAnimator * > pAnimators; 

	// Setting the main menu audio //
	//pSoundEngine->play2D ( "audio\\ophelia.mp3", true );

	// Random number for choosing an enemie texture //
	srand ( time ( NULL ) );

	// Camera positioning and targeting //
	pCamera->setPosition ( core::vector3df ( 0, 0, 200 ) );
	pCamera->setTarget ( core::vector3df ( 0, 0, 0 ) );

	//////////////////////////////
	f32 fov = pCamera->getFOV ();

	leftBorder = pCamera->getPosition ().Z * tan ( fov / 2 );

	rightBorder = - leftBorder;
	//////////////////////////////

	// Background cube //
	scene::IMeshSceneNode * pCube 
		= pSceneManager->addCubeSceneNode ( 1, nullptr, -1, core::vector3df ( 0, 0, -15 ) );

	pCube->setScale ( core::vector3df ( X_SIDE / 2, Y_SIDE / 2, 0.1f ) );
	pCube->setMaterialFlag ( video::EMF_LIGHTING, false );

	video::ITexture * pTexture = Global::spVideoDriver->getTexture ( "export\\background.tga" );

	pCube->setMaterialTexture ( 0, pTexture );

	// Border for rockets //
		// for fighter
	scene::IMeshSceneNode * pWorldBorder = pSceneManager->addCubeSceneNode ( X_SIDE, nullptr, -1,
		irr::core::vector3df ( 0, 220, 0 ), 
		irr::core::vector3df ( 0, 0, 0 ),
		irr::core::vector3df ( X_SIDE, 0.001f, 2 ) );

		// For enemies
	scene::IMeshSceneNode * pWorldBorderEnemieRockets = pSceneManager->addCubeSceneNode ( X_SIDE
		, nullptr, -1
		, irr::core::vector3df ( 0, -220, 0 )
		, irr::core::vector3df ( 0, 0, 0 )
		, irr::core::vector3df ( X_SIDE, 0.001f, 2 ) );

	// Rockets manager set //
		// for fighter rockets
	cRocketManager rockets ( pSceneManager, pMainDevice, "export\\rocket.X", pWorldBorder );

		// for enemies rockets
	cRocketManager enemieRockets ( pSceneManager, pMainDevice, "export\\rocket.X"
		, pWorldBorderEnemieRockets, false );

	// Fighter set //
	cFighterSceneNode * pFighter = new cFighterSceneNode ( pSceneManager, "export\\fighter.X", 
			3, MOVEMENT_SPEED,
			core::vector3df ( 0, downBorder, 0 ), // Position
			core::vector3df ( 0, 180, 0 ), // Rotation
			core::vector3df ( 1.0f, 1.0f, 1.0f ) ); // Scale
	
	pFighter->setTexture ( "export\\fighter.tga", Global::spVideoDriver );

	// Enemie set //
	cEnemieNodeManager enemieManager ( pMainDevice );

	enemieManager.addEnemieType ( "export\\enemies_01" );
	enemieManager.addEnemieType ( "export\\enemies_02" );
	enemieManager.addEnemieType ( "export\\enemies_03" );
	enemieManager.addEnemieType ( "export\\enemies_04" );

	// For statisctic. Font, billboard text //
	gui::IGUIFont * pFont = pGUIEnvironment->getFont ( "export\\fonthaettenschweiler.bmp" ); 

	scene::IBillboardTextSceneNode * pTextVictory = pSceneManager->addBillboardTextSceneNode ( pFont
		, L"You won!"
		, nullptr, core::dimension2df ( 100, 10 ), core::vector3df ( 0, 40, 10 ) );
	scene::IBillboardTextSceneNode * pTextToExit = pSceneManager->addBillboardTextSceneNode ( pFont
		, L"Press ESCAPE to exit"
		, nullptr, core::dimension2df ( 100, 10 ), core::vector3df ( 0, -20, 10 ) );
	scene::IBillboardTextSceneNode * pTextEnemiesKilled = pSceneManager->addBillboardTextSceneNode ( pFont
		, L"temp"
		, nullptr, core::dimension2df ( 100, 10 ), core::vector3df ( 0, 20, 10 ) );
	scene::IBillboardTextSceneNode * pTextRocketsLaunched = pSceneManager->addBillboardTextSceneNode ( pFont
		, L"temp"
		, nullptr, core::dimension2df ( 100, 10 ), core::vector3df ( 0, 0, 10 ) );

	pTextVictory->setVisible ( false );
	pTextToExit->setVisible ( false );
	pTextEnemiesKilled->setVisible ( false );
	pTextRocketsLaunched->setVisible ( false );

	// Createing the main menu //
	MainMenu* mainMenu = new MainMenu(pGUIEnvironment);

	// Before the main loop starts //
	bool isPressed = false; 
	bool isLaunched = false; // for rocket
	bool isEnemieRocketLauched = false; // for enemie rockets
	bool isEnd = false;	// For drawing stats
	bool isThrusterSoundActive = false;

	unsigned int currentSelectedGameLevel = 0;
	bool isLevelFinished = false;
	bool isEnemiesCreated = false; // Cheking  if enemies creation, to avoid multiple creation of enemies group
	
	int rocketsCount = 0;
	int rocketsArraySize = rockets.getArraySize();
	wchar_t buf [25];

	cTimer timer ( pMainDevice );

	// Prepearing sound source //
	ISound * pSoundThruster = nullptr;

	enemieRockets.cleareRocketsAnimators ();
	enemieRockets.addAnimatorsToRockets ( pFighter, pWorldBorderEnemieRockets );

	/////////////// Main loop ///////////////
	while ( pMainDevice->run () )
	{
		//if ( pMainDevice->isWindowActive () )
		{
			if ( context.isInGame ) // is game started
			{
#if !defined(_DEBUG)
				// Start playing the thrusters sound //
				if ( ! isThrusterSoundActive )
				{
					pSoundThruster = nullptr;

					pSoundThruster = pSoundEngine->play2D ( "audio\\140582__lg__a320-engines-running-111228.wav"
						, true, false, true );

					isThrusterSoundActive = true;
				}
#endif
				
				isEnemiesCreated = (currentSelectedGameLevel == context.currentLevel) && !isLevelFinished;
				if ( ! isEnemiesCreated && ! isEnd )
				{
					enemieManager.clearEnemiesVector ();

					setEnemiesFleeet ( & pAnimators, & enemieManager, pSceneManager, &context );

					rockets.cleareRocketsAnimators ();
					rockets.addAnimatorsToRockets ( & enemieManager, pWorldBorder );

					currentSelectedGameLevel = context.currentLevel;
					isLevelFinished = false;
				}

				// Cheking if victory and showing stats
				if ( enemieManager.getVectorSize () == 0 )
				{
					rockets.reload ();
					if ( ! isEnd )
					{
						isEnd = true;
						isLevelFinished = true;

						pTextVictory->setText ( L"You won!!!" );

						pTextToExit->setText ( L"Press ESCAPE to exit" );

						// enemie killed count
						swprintf ( buf, 20, L"Enemies killed: %d"
							, enemieManager.getNEnemiesKilled () );
						
						pTextEnemiesKilled->setText ( buf );
						
						* buf = '\0'; // String clear

						// rockets launched count
						swprintf ( buf, 25, L"Rockrets launched: %d"
							, pFighter->getNRocketsLaunched () );

						pTextRocketsLaunched->setText ( buf );

						* buf = '\0'; // String clear

						enemieManager.reloadNEnemiesKilled ();
						pFighter->reloadNRocketsLaunched ();

						pTextVictory->setVisible ( true );
						pTextToExit->setVisible ( true );
						pTextEnemiesKilled->setVisible ( true );
						pTextRocketsLaunched->setVisible ( true );
					}
				}
				
				// If exiting make all invisible //
				if ( Global::myEventReceiver->IsKeyDown ( irr::KEY_ESCAPE ) && isEnd )
				{
					context.isInGame = false;
					isLevelFinished = true;
					isEnd = false;

					pTextVictory->setText ( L"" );
					pTextToExit->setText ( L"" );
					pTextEnemiesKilled->setText ( L"" );
					pTextRocketsLaunched->setText ( L"" );

					pTextVictory->setVisible ( false );
					pTextToExit->setVisible ( false );
					pTextEnemiesKilled->setVisible ( false );
					pTextRocketsLaunched->setVisible ( false );
						
					pFighter->getMeshSceneNode ()->setPosition ( core::vector3df ( 0, downBorder, 0 ) );

					for ( int i = 0; i < rockets.getArraySize (); i++ )
						rockets.getRockets()->at ( i )->getMeshSceneNode ()->setPosition ( 
							core::vector3df ( 0, upBorder + 100, 0 ) );

					// Pausing thrusters sound //
					if(pSoundThruster)
					{
						pSoundThruster->stop ();

						pSoundThruster->drop ();
						pSoundThruster = nullptr;
					}

					isThrusterSoundActive = false;
					
					continue;
				}

				if ( Global::myEventReceiver->IsKeyDown ( irr::KEY_ESCAPE ) && ! isEnd )
				{
					context.isInGame = false;

#if !defined(_DEBUG)
					// Pausing thrusters sound //
					pSoundThruster->stop ();

					pSoundThruster->drop ();
					pSoundThruster = nullptr;

					isThrusterSoundActive = false;
#endif
				}

				float currentSpeed = pFighter->getSpeed (); // getting the cuurrent speed of the fighter
		
				// Ghange!!!
				core::vector3df nodePosition = pFighter->getMeshSceneNode ()->getPosition (); // getting fighter position

				// Side movement //
				if ( ! isEnd )
				{
					float deltaTime = (f32)timer.getDeltaTime() / 100;
					if (   Global::myEventReceiver->IsKeyDown(irr::KEY_KEY_A)
						|| Global::myEventReceiver->IsKeyDown(irr::KEY_LEFT) )
					{
						nodePosition.X += currentSpeed * deltaTime;
					}

					if (   Global::myEventReceiver->IsKeyDown(irr::KEY_KEY_D)
						|| Global::myEventReceiver->IsKeyDown(irr::KEY_RIGHT))
					{
						nodePosition.X -= currentSpeed * deltaTime;
					}
		
					if ( nodePosition.X < leftBorder && nodePosition.X > rightBorder )
						pFighter->getMeshSceneNode ()->setPosition ( nodePosition );

					// Collison cheking //
					int animatorCount = collisionChek ( & rockets );

					if (!(animatorCount == -1 || animatorCount == 0 ))
					{
						enemieManager.increaseNEnemiesKilled ();

						core::vector3df collisionPosition = enemieManager.getEnemie ( animatorCount - 1 )->
							getMeshSceneNode ()->getPosition  ();

						addExplosion ( collisionPosition, core::vector3df ( 0, 0, 0 )
							, 10, pSceneManager, core::plane3df ( 1, 0, 0, 0, 0, 0 ), nullptr );

						pSoundEngine->play2D ( "audio\\explosion.flac", false );

						enemieManager.getEnemie ( animatorCount - 1 )->getMeshSceneNode ()->setVisible ( false );
						enemieManager.getEnemie ( animatorCount - 1 )->drop ();
						enemieManager.getVector()->erase ( enemieManager.getVector ()->begin () + animatorCount - 1 );

						rockets.cleareRocketsAnimators ();
						rockets.addAnimatorsToRockets ( & enemieManager, pWorldBorder );
					}

					animatorCount = collisionChek ( & enemieRockets );

					if (!( animatorCount == 0 || animatorCount == -1 ))
					{
						addExplosion ( pFighter->getMeshSceneNode()->getPosition () 
							, core::vector3df ( 0, 0, 0 ), 10
							, pSceneManager, core::plane3df ( 1, 0, 0, 0, 0, 0 ), nullptr );

						pSoundEngine->play2D ( "audio\\explosion.flac", false );

						pTextVictory->setText ( L"You Lose!!!" );
					
						isEnd = true;
						isEnemiesCreated = true;

						// enemie killed count
						swprintf ( buf, 20, L"Enemies killed: %d"
							, enemieManager.getNEnemiesKilled () );
						
						pTextEnemiesKilled->setText ( buf );
						
						* buf = '\0'; // String clear

						// rockets launched count
						swprintf ( buf, 25, L"Rockrets launched: %d"
							, pFighter->getNRocketsLaunched () );

						pTextRocketsLaunched->setText ( buf );

						* buf = '\0'; // String clear

						enemieManager.reloadNEnemiesKilled ();
						pFighter->reloadNRocketsLaunched ();

						pTextToExit->setText ( L"Press ESCAPE to exit" );

						pTextVictory->setVisible ( true );
						pTextToExit->setVisible ( true );
						pTextEnemiesKilled->setVisible ( true );
						pTextRocketsLaunched->setVisible ( true );
					}

					// Fire //
					if ( Global::myEventReceiver->IsKeyDown ( irr::KEY_SPACE ) && ! isLaunched )
					{
						isLaunched = true;

						printf ( "Fighter: rocket %d launched on %f, %f, %f\n", 
							rocketsCount++,
							pFighter->getMeshSceneNode()->getPosition ().X,
							pFighter->getMeshSceneNode()->getPosition ().Y,
							pFighter->getMeshSceneNode()->getPosition ().Z );

						pFighter->launch ( & rockets, Global::spVideoDriver );

						pSoundEngine->play2D ( "audio\\rocket_launch.mp3" );
					}
					else if ( ! Global::myEventReceiver->IsKeyDown ( irr::KEY_SPACE ) && isLaunched ) 
						isLaunched = false;

					/*if ( myEventReceiver->IsKeyDown ( irr::KEY_SPACE ) && ! isLaunched )
					{
						isLaunched = true;

						printf ( "Fighter: rocket %d launched on %f, %f, %f\n", 
							rocketsCount++,
							pFighter->getMeshSceneNode()->getPosition ().X,
							pFighter->getMeshSceneNode()->getPosition ().Y,
							pFighter->getMeshSceneNode()->getPosition ().Z );

						pFighter->launch ( & rockets, pVideoDriver );
					}
					else if ( ! myEventReceiver->IsKeyDown ( irr::KEY_SPACE ) && isLaunched ) 
						isLaunched = false;*/

					if ( rockets.getUsed () == rocketsArraySize )
					{
						rockets.reload ();
						//rocketsCount = 0;
					}

					if ( timer.calculateDeltaTime () > 1000 && enemieManager.getVectorSize () != 0 )
					{
						/*if ( myEventReceiver->IsKeyDown ( irr::KEY_KEY_Q ) )
							printf ( "DEBUG: debugin stop\n" );*/

						timer.calculateTime ();

						int i = rand () % enemieManager.getVectorSize (); // misstake

						enemieManager.getEnemie ( i )->launch ( & enemieRockets, Global::spVideoDriver );
					}
					else if ( enemieManager.getVectorSize () == 0 )
						printf ( "DEBUG: vector size = %d\n", enemieManager.getVectorSize () );
				}

			} // is game started
		
			// DEBUG //
			if ( Global::myEventReceiver->IsKeyDown ( irr::KEY_KEY_G ) && ! isPressed )
			{
				isPressed = true;
				printf ( "DEBUG: Fighter position - %f\n", pFighter->getMeshSceneNode()->getPosition().X );
			}
			if ( ! Global::myEventReceiver->IsKeyDown ( irr::KEY_KEY_G ) && isPressed )
				isPressed = false;
							
			// Drawing //
			Global::spVideoDriver->beginScene ( true, true, video::SColor ( 0, 255, 255, 255 ) );

			if ( context.isInGame )
			{
				pSceneManager->drawAll ();
			}
			else
			{
				pGUIEnvironment->drawAll ();
			}

			// Drawing stoped //
			Global::spVideoDriver->endScene ();
		}
	}	/////////////// Main loop ///////////////

	delete mainMenu;

	// Clrearing //
	pFighter->drop ();
	pSoundEngine->drop ();
	pMainDevice->drop ();
	/// ------- ///

	return EXIT_SUCCESS;
}
コード例 #20
0
void MusicPlayer::Handle(ProcessEventArg arg) {
    if (!playlist.empty() && !stalled) {

        ISound* currentSound = playlist.at(current);

//         logger.info << "time left: " << 
//             currentSound->GetTimeLeft().ToString() << logger.end;

        if(currentSound->GetTimeLeft() <= tran->GetInTime()) {
            if (switchToNextNumber == false) Next();
            switchToNextNumber = true;
        }

        if (switchToNextNumber) {
            tran->InitFade(currentSound,
                           playlist.at(nextTrackNumber));
            tran->Start();
            current = nextTrackNumber;
            switchToNextNumber = false;
        }

        if (!tran->IsDone()) {
            tran->Process();
        }

        /*
        Vector<3, float> pos = cam->GetPosition();

        //set the position of the current
        if (monoreftype && (typeid(*currentsound).name() ==  
                            typeid(*monoreftype).name())) {
        IMonoSound* cursound = (IMonoSound*) currentsound;
		cursound->SetPosition(pos);
        }
        else {
            IStereoSound* cursound = (IStereoSound*) currentsound;
            IMonoSound* left = cursound->GetLeft();
            IMonoSound* right = cursound->GetRight();
            pos[0] = pos[0] - 1;
            left->SetPosition(pos);
            pos[0] = pos[0] + 1;
            right->SetPosition(pos);
        }
        //set the position of the old if initialize
        if (monoreftype && (typeid(*previoussound).name() ==
                            typeid(*monoreftype).name())) {
            IMonoSound* presound = (IMonoSound*) previoussound;
            presound->SetPosition(pos);
        } 
        else {
            IStereoSound* presound = (IStereoSound*) previoussound;
            IMonoSound* left = presound->GetLeft();
            IMonoSound* right = presound->GetRight();
            pos[0] = pos[0] - 1;
            left->SetPosition(pos);
            pos[0] = pos[0] + 1;
            right->SetPosition(pos);
        }
        */
    }
}