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//-----------------------------------------------------------------------------
// Name: ambientsoundobject.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "ambientsoundobject.h"
#include <Math/vec3math.h>
#include <Main/engine.h>
#include <Graphics/pxdebugdraw.h>
#include <Graphics/camera.h>
#include <Internal/memwrite.h>
#include <Internal/timer.h>
#include <Objects/group.h>
#include <Sound/sound.h>
#include <Asset/Asset//ambientsounds.h>
#include <Main/scenegraph.h>
#include <tinyxml.h>
//-----------------------------------------------------------------------------
//Functions
//-----------------------------------------------------------------------------
bool AmbientSoundObject::Initialize() {
if(as_ref->GetSoundType() == _continuous){
SoundPlayInfo spi;
spi.path = as_ref->GetPath();
spi.looping = true;
spi.position = GetTranslation();
spi.occlusion_position = spi.position;
sound_handle = Engine::Instance()->GetSound()->CreateHandle(__FUNCTION__);
Engine::Instance()->GetSound()->Play(sound_handle,spi);
}
return true;
}
AmbientSoundObject::AmbientSoundObject():
sound_handle(0)
{
box_.dims = vec3(1.0f);
}
AmbientSoundObject::~AmbientSoundObject() {
}
bool AmbientSoundObject::SetFromDesc( const EntityDescription& desc ){
bool ret = Object::SetFromDesc(desc);
if( ret ) {
for(unsigned i=0; i<desc.fields.size(); ++i){
const EntityDescriptionField& field = desc.fields[i];
switch(field.type){
case EDF_FILE_PATH: {
std::string type_file;
field.ReadString(&type_file);
if(!as_ref.valid() || as_ref->path_ != obj_file){
//as_ref = AmbientSounds::Instance()->ReturnRef(type_file);
as_ref = Engine::Instance()->GetAssetManager()->LoadSync<AmbientSound>(type_file);
if(as_ref->GetSoundType() == _occasional){
delay = as_ref->GetDelayNoLower();
}
}
break;}
}
}
}
return ret;
}
void AmbientSoundObject::Moved(Object::MoveType type) {
Object::Moved(type);
if(type & kTranslate && scenegraph_){
Engine::Instance()->GetSound()->SetPosition(sound_handle, GetTranslation());
}
}
bool AmbientSoundObject::InCameraRange() {
const float _threshold_distance = 10.0f;
const float _threshold_distance_squared = square(_threshold_distance);
const float dist_sqrd =
distance_squared(ActiveCameras::Get()->GetPos(), GetTranslation());
return dist_sqrd < _threshold_distance_squared;
}
void AmbientSoundObject::Update(float timestep){
if(as_ref->GetSoundType() == _occasional && InCameraRange()){
delay -= timestep;
if(delay <= 0.0f){
//SoundGroupRef sgr = SoundGroups::Instance()->ReturnRef(as_ref->GetPath());
SoundGroupRef sgr = Engine::Instance()->GetAssetManager()->LoadSync<SoundGroup>(as_ref->GetPath());
SoundGroupPlayInfo sgpi(*sgr, GetTranslation());
unsigned long handle = Engine::Instance()->GetSound()->CreateHandle(__FUNCTION__);
Engine::Instance()->GetSound()->PlayGroup(handle, sgpi);
delay = as_ref->GetDelay();
}
}
}
void AmbientSoundObject::Draw()
{
/*ppolist::iterator iter = connections.begin();
for(;iter != connections.end(); ++iter){
DebugDraw::Instance()->AddLine(position,
(*iter)->position,
vec4(1.0f),
_delete_on_draw);
}*/
}
void AmbientSoundObject::Copied()
{
sound_handle = 0;
}
void AmbientSoundObject::GetDesc(EntityDescription &desc) const {
Object::GetDesc(desc);
desc.AddString(EDF_FILE_PATH, as_ref->path_);
}
const std::string & AmbientSoundObject::GetPath()
{
return as_ref->path_;
}
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