Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
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11 changed files with 144 additions and 41 deletions
42
sound.cpp
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42
sound.cpp
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#include "sound.hpp"
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#include "dbc.hpp"
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#include <fmt/core.h>
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using namespace fmt;
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namespace fs = std::filesystem;
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SoundManager::SoundManager(std::string base_path) : $base_path(base_path) {
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dbc::check(fs::exists($base_path), "sound asset path is missing");
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}
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void SoundManager::load(const std::string name, const std::string sound_path) {
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// get the sound file with base_path
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fs::path full_path = $base_path / sound_path;
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// confirm it's there
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dbc::check(fs::exists(full_path), format("sound file {} does not exist", sound_path));
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// create the buffer and keep in the buffer map
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SoundPair *pair = new SoundPair();
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$sounds[name] = pair;
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bool good = pair->buffer.loadFromFile(full_path.string());
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dbc::check(good, format("failed to load sound {}", sound_path));
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// set it on the sound and keep in the sound map
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pair->sound.setBuffer(pair->buffer);
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pair->sound.setRelativeToListener(true);
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}
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void SoundManager::play(const std::string name) {
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dbc::check($sounds.contains(name), format("sound {} is not loaded in map", name));
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// get the sound from the sound map
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SoundPair *pair = $sounds.at(name);
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// play it
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pair->sound.play();
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}
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void SoundManager::playAt(const std::string name, float x, float y, float z) {
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SoundPair *pair = $sounds.at(name);
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pair->sound.setPosition(x, y, z);
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pair->sound.play();
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}
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