コード例 #1
0
ファイル: mastercontrol.cpp プロジェクト: sabotage3d/heXon
void MasterControl::Start()
{
    new InputMaster(context_, this);
    cache_ = GetSubsystem<ResourceCache>();
    graphics_ = GetSubsystem<Graphics>();
    renderer_ = GetSubsystem<Renderer>();
    CreateSineLookupTable();

    // Get default style
    defaultStyle_ = cache_->GetResource<XMLFile>("UI/DefaultStyle.xml");
    //Create console and debug HUD.
    CreateConsoleAndDebugHud();
    //Create the scene content
    CreateScene();
    //Create the UI content
    CreateUI();
    //Hook up to the frame update and render post-update events
    SubscribeToEvents();

    Sound* music = cache_->GetResource<Sound>("Resources/Music/Alien Chaos - Disorder.ogg"); //Battle
    music->SetLooped(true);
    Node* musicNode = world.scene->CreateChild("Music");
    SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
    musicSource->SetGain(0.32f);
    musicSource->SetSoundType(SOUND_MUSIC);
    musicSource->Play(music);
    
    
}
コード例 #2
0
ファイル: SoundEffects.cpp プロジェクト: FeodorFitsner/Urho3D
void SoundEffects::HandlePlaySound(StringHash eventType, VariantMap& eventData)
{
    Button* button = static_cast<Button*>(GetEventSender());
    const String& soundResourceName = button->GetVar(VAR_SOUNDRESOURCE).GetString();

    // Get the sound resource
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Sound* sound = cache->GetResource<Sound>(soundResourceName);

    if (sound)
    {
        // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
        // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
        // SoundSource3D component would be used instead
        Node* soundNode = scene_->CreateChild("Sound");
        SoundSource* soundSource = soundNode->CreateComponent<SoundSource>();
        soundSource->Play(sound);
        // In case we also play music, set the sound volume below maximum so that we don't clip the output
        soundSource->SetGain(0.75f);

        // Subscribe to the "sound finished" event generated by the SoundSource for removing the node once the sound has played
        // Note: the event is sent through the Node (similar to e.g. node physics collision and animation trigger events)
        // to not require subscribing to the particular component
        SubscribeToEvent(soundNode, E_SOUNDFINISHED, URHO3D_HANDLER(SoundEffects, HandleSoundFinished));
    }
}
コード例 #3
0
ファイル: Bullet.cpp プロジェクト: lyz4534/Urho3DSamples
void Bullet::Init(bool isPlayer, Vector2 spawnPosition)
{
	ResourceCache* cache = GetSubsystem<ResourceCache>();
	Graphics* graphics = GetSubsystem<Graphics>();

	halfHeight_ = graphics->GetHeight()  * PIXEL_SIZE * 0.5f;
	isPlayer_ = isPlayer;
	

	Sound* laserSound = cache->GetResource<Sound>(isPlayer_ ? "Sounds/laser01.wav" : "Sounds/laser02.wav");
	StaticSprite2D* sprite2D = node_->CreateComponent<StaticSprite2D>();

	if (isPlayer_)
		sprite2D->SetSprite( cache->GetResource<Sprite2D>("Sprites/blue_beam.png"));
	else
		sprite2D->SetSprite(cache->GetResource<Sprite2D>("Sprites/green_beam.png"));

	sprite2D->SetBlendMode(BLEND_ADDALPHA);

	SoundSource* soundSource = node_->CreateComponent<SoundSource>();
	soundSource->SetSoundType(SOUND_EFFECT);
	soundSource->SetGain(0.75f);
	soundSource->Play(laserSound);

	node_->SetPosition2D(spawnPosition);

	if (!isPlayer)
	{
		node_->Roll(180.0f);
	}
}
コード例 #4
0
ファイル: SoundEffects.cpp プロジェクト: zhzhxtrrk/Urho3D
void SoundEffects::HandlePlaySound(StringHash eventType, VariantMap& eventData)
{
    Button* button = static_cast<Button*>(GetEventSender());
    const String& soundResourceName = button->GetVar(VAR_SOUNDRESOURCE).GetString();
    
    // Get the sound resource
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Sound* sound = cache->GetResource<Sound>(soundResourceName);
    
    if (sound)
    {
        // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
        // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
        // SoundSource3D component would be used instead
        Node* soundNode = scene_->CreateChild("Sound");
        SoundSource* soundSource = soundNode->CreateComponent<SoundSource>();
        soundSource->Play(sound);
        // In case we also play music, set the sound volume below maximum so that we don't clip the output
        soundSource->SetGain(0.75f);
        // Set the sound component to automatically remove its scene node from the scene when the sound is done playing
        soundSource->SetAutoRemove(true);
    }
}