SoundEffects.cpp 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228
  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/Sound.h>
  24. #include <Urho3D/Audio/SoundSource.h>
  25. #include <Urho3D/Engine/Engine.h>
  26. #include <Urho3D/Input/Input.h>
  27. #include <Urho3D/IO/Log.h>
  28. #include <Urho3D/Resource/ResourceCache.h>
  29. #include <Urho3D/Scene/Scene.h>
  30. #include <Urho3D/UI/Button.h>
  31. #include <Urho3D/UI/Font.h>
  32. #include <Urho3D/UI/Slider.h>
  33. #include <Urho3D/UI/Text.h>
  34. #include <Urho3D/UI/UI.h>
  35. #include <Urho3D/UI/UIEvents.h>
  36. #include "SoundEffects.h"
  37. #include <Urho3D/DebugNew.h>
  38. // Custom variable identifier for storing sound effect name within the UI element
  39. static const StringHash VAR_SOUNDRESOURCE("SoundResource");
  40. static const unsigned NUM_SOUNDS = 3;
  41. static String soundNames[] = {
  42. "Fist",
  43. "Explosion",
  44. "Power-up"
  45. };
  46. static String soundResourceNames[] = {
  47. "Sounds/PlayerFistHit.wav",
  48. "Sounds/BigExplosion.wav",
  49. "Sounds/Powerup.wav"
  50. };
  51. URHO3D_DEFINE_APPLICATION_MAIN(SoundEffects)
  52. SoundEffects::SoundEffects(Context* context) :
  53. Sample(context)
  54. {
  55. }
  56. void SoundEffects::Setup()
  57. {
  58. // Modify engine startup parameters
  59. Sample::Setup();
  60. engineParameters_["Sound"] = true;
  61. }
  62. void SoundEffects::Start()
  63. {
  64. // Execute base class startup
  65. Sample::Start();
  66. // Enable OS cursor
  67. GetSubsystem<Input>()->SetMouseVisible(true);
  68. // Create the user interface
  69. CreateUI();
  70. }
  71. void SoundEffects::CreateUI()
  72. {
  73. // Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
  74. scene_ = new Scene(context_);
  75. UIElement* root = GetSubsystem<UI>()->GetRoot();
  76. ResourceCache* cache = GetSubsystem<ResourceCache>();
  77. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  78. // Set style to the UI root so that elements will inherit it
  79. root->SetDefaultStyle(uiStyle);
  80. // Create buttons for playing back sounds
  81. for (unsigned i = 0; i < NUM_SOUNDS; ++i)
  82. {
  83. Button* button = CreateButton(i * 140 + 20, 20, 120, 40, soundNames[i]);
  84. // Store the sound effect resource name as a custom variable into the button
  85. button->SetVar(VAR_SOUNDRESOURCE, soundResourceNames[i]);
  86. SubscribeToEvent(button, E_PRESSED, URHO3D_HANDLER(SoundEffects, HandlePlaySound));
  87. }
  88. // Create buttons for playing/stopping music
  89. Button* button = CreateButton(20, 80, 120, 40, "Play Music");
  90. SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandlePlayMusic));
  91. button = CreateButton(160, 80, 120, 40, "Stop Music");
  92. SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandleStopMusic));
  93. Audio* audio = GetSubsystem<Audio>();
  94. // Create sliders for controlling sound and music master volume
  95. Slider* slider = CreateSlider(20, 140, 200, 20, "Sound Volume");
  96. slider->SetValue(audio->GetMasterGain(SOUND_EFFECT));
  97. SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleSoundVolume));
  98. slider = CreateSlider(20, 200, 200, 20, "Music Volume");
  99. slider->SetValue(audio->GetMasterGain(SOUND_MUSIC));
  100. SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleMusicVolume));
  101. }
  102. Button* SoundEffects::CreateButton(int x, int y, int xSize, int ySize, const String& text)
  103. {
  104. UIElement* root = GetSubsystem<UI>()->GetRoot();
  105. ResourceCache* cache = GetSubsystem<ResourceCache>();
  106. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  107. // Create the button and center the text onto it
  108. Button* button = root->CreateChild<Button>();
  109. button->SetStyleAuto();
  110. button->SetPosition(x, y);
  111. button->SetSize(xSize, ySize);
  112. Text* buttonText = button->CreateChild<Text>();
  113. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  114. buttonText->SetFont(font, 12);
  115. buttonText->SetText(text);
  116. return button;
  117. }
  118. Slider* SoundEffects::CreateSlider(int x, int y, int xSize, int ySize, const String& text)
  119. {
  120. UIElement* root = GetSubsystem<UI>()->GetRoot();
  121. ResourceCache* cache = GetSubsystem<ResourceCache>();
  122. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  123. // Create text and slider below it
  124. Text* sliderText = root->CreateChild<Text>();
  125. sliderText->SetPosition(x, y);
  126. sliderText->SetFont(font, 12);
  127. sliderText->SetText(text);
  128. Slider* slider = root->CreateChild<Slider>();
  129. slider->SetStyleAuto();
  130. slider->SetPosition(x, y + 20);
  131. slider->SetSize(xSize, ySize);
  132. // Use 0-1 range for controlling sound/music master volume
  133. slider->SetRange(1.0f);
  134. return slider;
  135. }
  136. void SoundEffects::HandlePlaySound(StringHash eventType, VariantMap& eventData)
  137. {
  138. Button* button = static_cast<Button*>(GetEventSender());
  139. const String& soundResourceName = button->GetVar(VAR_SOUNDRESOURCE).GetString();
  140. // Get the sound resource
  141. ResourceCache* cache = GetSubsystem<ResourceCache>();
  142. Sound* sound = cache->GetResource<Sound>(soundResourceName);
  143. if (sound)
  144. {
  145. // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
  146. // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
  147. // SoundSource3D component would be used instead
  148. Node* soundNode = scene_->CreateChild("Sound");
  149. SoundSource* soundSource = soundNode->CreateComponent<SoundSource>();
  150. soundSource->Play(sound);
  151. // In case we also play music, set the sound volume below maximum so that we don't clip the output
  152. soundSource->SetGain(0.75f);
  153. // Set the sound component to automatically remove its scene node from the scene when the sound is done playing
  154. soundSource->SetAutoRemove(true);
  155. }
  156. }
  157. void SoundEffects::HandlePlayMusic(StringHash eventType, VariantMap& eventData)
  158. {
  159. // Check if the music player node/component already exist
  160. if (scene_->GetChild("Music"))
  161. return;
  162. ResourceCache* cache = GetSubsystem<ResourceCache>();
  163. Sound* music = cache->GetResource<Sound>("Music/Ninja Gods.ogg");
  164. // Set the song to loop
  165. music->SetLooped(true);
  166. // Create a scene node and a sound source for the music
  167. Node* musicNode = scene_->CreateChild("Music");
  168. SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
  169. // Set the sound type to music so that master volume control works correctly
  170. musicSource->SetSoundType(SOUND_MUSIC);
  171. musicSource->Play(music);
  172. }
  173. void SoundEffects::HandleStopMusic(StringHash eventType, VariantMap& eventData)
  174. {
  175. // Remove the music player node from the scene
  176. scene_->RemoveChild(scene_->GetChild("Music"));
  177. }
  178. void SoundEffects::HandleSoundVolume(StringHash eventType, VariantMap& eventData)
  179. {
  180. using namespace SliderChanged;
  181. float newVolume = eventData[P_VALUE].GetFloat();
  182. GetSubsystem<Audio>()->SetMasterGain(SOUND_EFFECT, newVolume);
  183. }
  184. void SoundEffects::HandleMusicVolume(StringHash eventType, VariantMap& eventData)
  185. {
  186. using namespace SliderChanged;
  187. float newVolume = eventData[P_VALUE].GetFloat();
  188. GetSubsystem<Audio>()->SetMasterGain(SOUND_MUSIC, newVolume);
  189. }