GUECS: Minimal components from zedcaster that will let me make a GUI for a game.
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28 changed files with 2528 additions and 30 deletions
82
sound.cpp
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82
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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#include "config.hpp"
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namespace sound {
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static SoundManager SMGR;
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static bool initialized = false;
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static bool muted = false;
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using namespace fmt;
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using std::make_shared;
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namespace fs = std::filesystem;
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SoundPair& get_sound_pair(const std::string& name) {
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dbc::check(initialized, "You need to call sound::init() first");
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if(SMGR.sounds.contains(name)) {
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// get the sound from the sound map
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return SMGR.sounds.at(name);
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} else {
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dbc::log(fmt::format("Attempted to stop {} sound but not available.",
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name));
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return SMGR.sounds.at("blank");
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}
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}
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void init() {
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if(!initialized) {
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Config assets("assets/config.json");
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for(auto& el : assets["sounds"].items()) {
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load(el.key(), el.value());
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}
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initialized = true;
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}
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}
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void load(const std::string& name, const std::string& sound_path) {
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dbc::check(fs::exists(sound_path), fmt::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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auto buffer = make_shared<sf::SoundBuffer>(sound_path);
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// set it on the sound and keep in the sound map
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auto sound = make_shared<sf::Sound>(*buffer);
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sound->setRelativeToListener(false);
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sound->setPosition({0.0f, 0.0f, 1.0f});
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SMGR.sounds.try_emplace(name, buffer, sound);
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}
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void play(const std::string& name, bool loop) {
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if(muted) return;
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auto& pair = get_sound_pair(name);
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pair.sound->setLooping(loop);
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// play it
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pair.sound->play();
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}
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void stop(const std::string& name) {
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auto& pair = get_sound_pair(name);
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pair.sound->stop();
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}
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bool playing(const std::string& name) {
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auto& pair = get_sound_pair(name);
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auto status = pair.sound->getStatus();
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return status == sf::SoundSource::Status::Playing;
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}
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void play_at(const std::string& name, float x, float y, float z) {
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auto& pair = get_sound_pair(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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void mute(bool setting) {
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muted = setting;
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}
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}
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