Browse Source

Adding SoundEffects example

Josh Engebretson 9 years ago
parent
commit
4becc70de5

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FeatureExamples/Resources/Music.asset

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+{
+	"version": 1,
+	"guid": "414f0b553ec2ceaf41cacb78b3b7ed7a",
+	"FolderImporter": {}
+}

BIN
FeatureExamples/Resources/Music/StoryTime.ogg


+ 5 - 0
FeatureExamples/Resources/Music/StoryTime.ogg.asset

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+{
+	"version": 1,
+	"guid": "9a9ef8b783b620fa1b561c696aec5ee9",
+	"AudioImporter": {}
+}

+ 157 - 0
FeatureExamples/Resources/Scripts/14_SoundEffects.cs

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+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+using System.Collections.Generic;
+using System.Linq;
+using AtomicEngine;
+
+namespace FeatureExamples
+{
+	public class SoundEffectsSample : Sample
+	{
+		Scene scene;
+
+		readonly Dictionary<string, string> sounds = new Dictionary<string, string>
+			{
+				{"Fist",      "Sounds/PlayerFistHit.wav"},
+				{"Explosion", "Sounds/BigExplosion.wav"},
+				{"Power-up",  "Sounds/Powerup.wav"},
+			};
+
+		public SoundEffectsSample() : base() { }
+
+        public override void Start()
+        {
+			base.Start();			
+			CreateUI();
+		}
+
+		void CreateUI()
+		{
+			var cache = GetSubsystem<ResourceCache>();
+
+            var layout = new UILayout() { Axis = UI_AXIS.UI_AXIS_Y };
+            layout.Rect = UIView.Rect;
+            UIView.AddChild(layout); 
+
+            // Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
+            scene = new Scene();
+
+			// Create buttons for playing back sounds
+			foreach (var item in sounds)
+			{
+                var button = new UIButton();
+                layout.AddChild(button);
+                button.Text = item.Key; 
+
+				button.SubscribeToEvent<WidgetEvent>(button, e => {
+
+                    if (e.Type == UI_EVENT_TYPE.UI_EVENT_TYPE_CLICK)
+                    {
+                        // Get the sound resource
+                        Sound sound = cache.Get<Sound>(item.Value);
+                        if (sound != null)
+                        {
+                            // 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.Gain = 0.75f;
+                            // Set the sound component to automatically remove its scene node from the scene when the sound is done playing
+                        }
+                    }
+
+                });
+			}
+
+            // Create buttons for playing/stopping music
+            var playMusicButton = new UIButton();
+            layout.AddChild(playMusicButton);
+            playMusicButton.Text = "Play Music";
+			playMusicButton.SubscribeToEvent<WidgetEvent> (playMusicButton, e => {
+
+                if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CLICK)
+                    return;
+
+				if (scene.GetChild ("Music", false) != null)
+					return;
+
+				var music = cache.Get<Sound>("Music/StoryTime.ogg");
+				music.Looped = true;
+				Node musicNode = scene.CreateChild ("Music");
+				SoundSource musicSource = musicNode.CreateComponent<SoundSource> ();
+				// Set the sound type to music so that master volume control works correctly
+				musicSource.SetSoundType ("Music");
+				musicSource.Play (music);
+			});
+
+            var audio = GetSubsystem<Audio>();
+
+            // FIXME: Removing the music node is not stopping music
+			var stopMusicButton = new UIButton();
+            layout.AddChild(stopMusicButton);
+            stopMusicButton.Text = "Stop Music";
+            stopMusicButton.SubscribeToEvent<WidgetEvent>(stopMusicButton, e =>
+            {
+                if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CLICK)
+                    return;
+
+                scene.RemoveChild(scene.GetChild("Music", false));
+            });
+
+            // Effect Volume Slider
+            var slider = new UISlider();
+            layout.AddChild(slider);
+            slider.SetLimits(0, 1);
+            slider.Text = "Sound Volume";
+
+            slider.SubscribeToEvent<WidgetEvent>(slider, e =>
+            {
+                if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CHANGED)
+                    return;
+
+                Log.Info($"Setting Effects to {slider.Value}");
+                audio.SetMasterGain("Effect", slider.Value);
+            });
+
+            // Music Volume Slider
+            var slider2 = new UISlider();
+            layout.AddChild(slider2);
+            slider2.SetLimits(0, 1);
+            slider2.Text = "Music Volume";
+
+            slider2.SubscribeToEvent<WidgetEvent>(slider2, e =>
+            {
+                if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CHANGED)
+                    return;
+
+                Log.Info($"Setting Music to {slider2.Value}");
+                audio.SetMasterGain("Music", slider2.Value);
+            });
+        }
+
+    }
+}

+ 5 - 0
FeatureExamples/Resources/Scripts/14_SoundEffects.cs.asset

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+{
+	"version": 1,
+	"guid": "aba4e5e7bbbfc6566b4c057d14b7b758",
+	"CSharpImporter": null
+}