SoundEffects.cpp 8.8 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Audio/Audio.h>
  23. #include <Urho3D/Audio/AudioEvents.h>
  24. #include <Urho3D/Audio/Sound.h>
  25. #include <Urho3D/Audio/SoundSource.h>
  26. #include <Urho3D/Engine/Engine.h>
  27. #include <Urho3D/Input/Input.h>
  28. #include <Urho3D/IO/Log.h>
  29. #include <Urho3D/Resource/ResourceCache.h>
  30. #include <Urho3D/Scene/Scene.h>
  31. #include <Urho3D/UI/Button.h>
  32. #include <Urho3D/UI/Font.h>
  33. #include <Urho3D/UI/Slider.h>
  34. #include <Urho3D/UI/Text.h>
  35. #include <Urho3D/UI/UI.h>
  36. #include <Urho3D/UI/UIEvents.h>
  37. #include "SoundEffects.h"
  38. #include <Urho3D/DebugNew.h>
  39. // Custom variable identifier for storing sound effect name within the UI element
  40. static const StringHash VAR_SOUNDRESOURCE("SoundResource");
  41. static const unsigned NUM_SOUNDS = 3;
  42. static String soundNames[] = {
  43. "Fist",
  44. "Explosion",
  45. "Power-up"
  46. };
  47. static String soundResourceNames[] = {
  48. "Sounds/PlayerFistHit.wav",
  49. "Sounds/BigExplosion.wav",
  50. "Sounds/Powerup.wav"
  51. };
  52. URHO3D_DEFINE_APPLICATION_MAIN(SoundEffects)
  53. SoundEffects::SoundEffects(Context* context) :
  54. Sample(context)
  55. {
  56. }
  57. void SoundEffects::Setup()
  58. {
  59. // Modify engine startup parameters
  60. Sample::Setup();
  61. engineParameters_["Sound"] = true;
  62. }
  63. void SoundEffects::Start()
  64. {
  65. // Execute base class startup
  66. Sample::Start();
  67. // Enable OS cursor
  68. GetSubsystem<Input>()->SetMouseVisible(true);
  69. // Create the user interface
  70. CreateUI();
  71. }
  72. void SoundEffects::CreateUI()
  73. {
  74. // Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
  75. scene_ = new Scene(context_);
  76. UIElement* root = GetSubsystem<UI>()->GetRoot();
  77. ResourceCache* cache = GetSubsystem<ResourceCache>();
  78. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  79. // Set style to the UI root so that elements will inherit it
  80. root->SetDefaultStyle(uiStyle);
  81. // Create buttons for playing back sounds
  82. for (unsigned i = 0; i < NUM_SOUNDS; ++i)
  83. {
  84. Button* button = CreateButton(i * 140 + 20, 20, 120, 40, soundNames[i]);
  85. // Store the sound effect resource name as a custom variable into the button
  86. button->SetVar(VAR_SOUNDRESOURCE, soundResourceNames[i]);
  87. SubscribeToEvent(button, E_PRESSED, URHO3D_HANDLER(SoundEffects, HandlePlaySound));
  88. }
  89. // Create buttons for playing/stopping music
  90. Button* button = CreateButton(20, 80, 120, 40, "Play Music");
  91. SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandlePlayMusic));
  92. button = CreateButton(160, 80, 120, 40, "Stop Music");
  93. SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandleStopMusic));
  94. Audio* audio = GetSubsystem<Audio>();
  95. // Create sliders for controlling sound and music master volume
  96. Slider* slider = CreateSlider(20, 140, 200, 20, "Sound Volume");
  97. slider->SetValue(audio->GetMasterGain(SOUND_EFFECT));
  98. SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleSoundVolume));
  99. slider = CreateSlider(20, 200, 200, 20, "Music Volume");
  100. slider->SetValue(audio->GetMasterGain(SOUND_MUSIC));
  101. SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleMusicVolume));
  102. }
  103. Button* SoundEffects::CreateButton(int x, int y, int xSize, int ySize, const String& text)
  104. {
  105. UIElement* root = GetSubsystem<UI>()->GetRoot();
  106. ResourceCache* cache = GetSubsystem<ResourceCache>();
  107. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  108. // Create the button and center the text onto it
  109. Button* button = root->CreateChild<Button>();
  110. button->SetStyleAuto();
  111. button->SetPosition(x, y);
  112. button->SetSize(xSize, ySize);
  113. Text* buttonText = button->CreateChild<Text>();
  114. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  115. buttonText->SetFont(font, 12);
  116. buttonText->SetText(text);
  117. return button;
  118. }
  119. Slider* SoundEffects::CreateSlider(int x, int y, int xSize, int ySize, const String& text)
  120. {
  121. UIElement* root = GetSubsystem<UI>()->GetRoot();
  122. ResourceCache* cache = GetSubsystem<ResourceCache>();
  123. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  124. // Create text and slider below it
  125. Text* sliderText = root->CreateChild<Text>();
  126. sliderText->SetPosition(x, y);
  127. sliderText->SetFont(font, 12);
  128. sliderText->SetText(text);
  129. Slider* slider = root->CreateChild<Slider>();
  130. slider->SetStyleAuto();
  131. slider->SetPosition(x, y + 20);
  132. slider->SetSize(xSize, ySize);
  133. // Use 0-1 range for controlling sound/music master volume
  134. slider->SetRange(1.0f);
  135. return slider;
  136. }
  137. void SoundEffects::HandlePlaySound(StringHash eventType, VariantMap& eventData)
  138. {
  139. Button* button = static_cast<Button*>(GetEventSender());
  140. const String& soundResourceName = button->GetVar(VAR_SOUNDRESOURCE).GetString();
  141. // Get the sound resource
  142. ResourceCache* cache = GetSubsystem<ResourceCache>();
  143. Sound* sound = cache->GetResource<Sound>(soundResourceName);
  144. if (sound)
  145. {
  146. // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
  147. // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
  148. // SoundSource3D component would be used instead
  149. Node* soundNode = scene_->CreateChild("Sound");
  150. SoundSource* soundSource = soundNode->CreateComponent<SoundSource>();
  151. soundSource->Play(sound);
  152. // In case we also play music, set the sound volume below maximum so that we don't clip the output
  153. soundSource->SetGain(0.75f);
  154. // Subscribe to the "sound finished" event generated by the SoundSource for removing the node once the sound has played
  155. // Note: the event is sent through the Node (similar to e.g. node physics collision and animation trigger events)
  156. // to not require subscribing to the particular component
  157. SubscribeToEvent(soundNode, E_SOUNDFINISHED, URHO3D_HANDLER(SoundEffects, HandleSoundFinished));
  158. }
  159. }
  160. void SoundEffects::HandlePlayMusic(StringHash eventType, VariantMap& eventData)
  161. {
  162. // Check if the music player node/component already exist
  163. if (scene_->GetChild("Music"))
  164. return;
  165. ResourceCache* cache = GetSubsystem<ResourceCache>();
  166. Sound* music = cache->GetResource<Sound>("Music/Ninja Gods.ogg");
  167. // Set the song to loop
  168. music->SetLooped(true);
  169. // Create a scene node and a sound source for the music
  170. Node* musicNode = scene_->CreateChild("Music");
  171. SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
  172. // Set the sound type to music so that master volume control works correctly
  173. musicSource->SetSoundType(SOUND_MUSIC);
  174. musicSource->Play(music);
  175. }
  176. void SoundEffects::HandleStopMusic(StringHash eventType, VariantMap& eventData)
  177. {
  178. // Remove the music player node from the scene
  179. scene_->RemoveChild(scene_->GetChild("Music"));
  180. }
  181. void SoundEffects::HandleSoundVolume(StringHash eventType, VariantMap& eventData)
  182. {
  183. using namespace SliderChanged;
  184. float newVolume = eventData[P_VALUE].GetFloat();
  185. GetSubsystem<Audio>()->SetMasterGain(SOUND_EFFECT, newVolume);
  186. }
  187. void SoundEffects::HandleMusicVolume(StringHash eventType, VariantMap& eventData)
  188. {
  189. using namespace SliderChanged;
  190. float newVolume = eventData[P_VALUE].GetFloat();
  191. GetSubsystem<Audio>()->SetMasterGain(SOUND_MUSIC, newVolume);
  192. }
  193. void SoundEffects::HandleSoundFinished(StringHash eventType, VariantMap& eventData)
  194. {
  195. using namespace SoundFinished;
  196. Node* soundNode = static_cast<Node*>(eventData[P_NODE].GetPtr());
  197. if (soundNode)
  198. soundNode->Remove();
  199. }