SoundEffects.cpp 8.9 KB

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  1. //
  2. // Copyright (c) 2008-2016 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. // Set the mouse mode to use in the sample
  72. Sample::InitMouseMode(MM_FREE);
  73. }
  74. void SoundEffects::CreateUI()
  75. {
  76. // Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
  77. scene_ = new Scene(context_);
  78. UIElement* root = GetSubsystem<UI>()->GetRoot();
  79. ResourceCache* cache = GetSubsystem<ResourceCache>();
  80. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  81. // Set style to the UI root so that elements will inherit it
  82. root->SetDefaultStyle(uiStyle);
  83. // Create buttons for playing back sounds
  84. for (unsigned i = 0; i < NUM_SOUNDS; ++i)
  85. {
  86. Button* button = CreateButton(i * 140 + 20, 20, 120, 40, soundNames[i]);
  87. // Store the sound effect resource name as a custom variable into the button
  88. button->SetVar(VAR_SOUNDRESOURCE, soundResourceNames[i]);
  89. SubscribeToEvent(button, E_PRESSED, URHO3D_HANDLER(SoundEffects, HandlePlaySound));
  90. }
  91. // Create buttons for playing/stopping music
  92. Button* button = CreateButton(20, 80, 120, 40, "Play Music");
  93. SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandlePlayMusic));
  94. button = CreateButton(160, 80, 120, 40, "Stop Music");
  95. SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandleStopMusic));
  96. Audio* audio = GetSubsystem<Audio>();
  97. // Create sliders for controlling sound and music master volume
  98. Slider* slider = CreateSlider(20, 140, 200, 20, "Sound Volume");
  99. slider->SetValue(audio->GetMasterGain(SOUND_EFFECT));
  100. SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleSoundVolume));
  101. slider = CreateSlider(20, 200, 200, 20, "Music Volume");
  102. slider->SetValue(audio->GetMasterGain(SOUND_MUSIC));
  103. SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleMusicVolume));
  104. }
  105. Button* SoundEffects::CreateButton(int x, int y, int xSize, int ySize, const String& text)
  106. {
  107. UIElement* root = GetSubsystem<UI>()->GetRoot();
  108. ResourceCache* cache = GetSubsystem<ResourceCache>();
  109. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  110. // Create the button and center the text onto it
  111. Button* button = root->CreateChild<Button>();
  112. button->SetStyleAuto();
  113. button->SetPosition(x, y);
  114. button->SetSize(xSize, ySize);
  115. Text* buttonText = button->CreateChild<Text>();
  116. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  117. buttonText->SetFont(font, 12);
  118. buttonText->SetText(text);
  119. return button;
  120. }
  121. Slider* SoundEffects::CreateSlider(int x, int y, int xSize, int ySize, const String& text)
  122. {
  123. UIElement* root = GetSubsystem<UI>()->GetRoot();
  124. ResourceCache* cache = GetSubsystem<ResourceCache>();
  125. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  126. // Create text and slider below it
  127. Text* sliderText = root->CreateChild<Text>();
  128. sliderText->SetPosition(x, y);
  129. sliderText->SetFont(font, 12);
  130. sliderText->SetText(text);
  131. Slider* slider = root->CreateChild<Slider>();
  132. slider->SetStyleAuto();
  133. slider->SetPosition(x, y + 20);
  134. slider->SetSize(xSize, ySize);
  135. // Use 0-1 range for controlling sound/music master volume
  136. slider->SetRange(1.0f);
  137. return slider;
  138. }
  139. void SoundEffects::HandlePlaySound(StringHash eventType, VariantMap& eventData)
  140. {
  141. Button* button = static_cast<Button*>(GetEventSender());
  142. const String& soundResourceName = button->GetVar(VAR_SOUNDRESOURCE).GetString();
  143. // Get the sound resource
  144. ResourceCache* cache = GetSubsystem<ResourceCache>();
  145. Sound* sound = cache->GetResource<Sound>(soundResourceName);
  146. if (sound)
  147. {
  148. // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
  149. // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
  150. // SoundSource3D component would be used instead
  151. Node* soundNode = scene_->CreateChild("Sound");
  152. SoundSource* soundSource = soundNode->CreateComponent<SoundSource>();
  153. soundSource->Play(sound);
  154. // In case we also play music, set the sound volume below maximum so that we don't clip the output
  155. soundSource->SetGain(0.75f);
  156. // Subscribe to the "sound finished" event generated by the SoundSource for removing the node once the sound has played
  157. // Note: the event is sent through the Node (similar to e.g. node physics collision and animation trigger events)
  158. // to not require subscribing to the particular component
  159. SubscribeToEvent(soundNode, E_SOUNDFINISHED, URHO3D_HANDLER(SoundEffects, HandleSoundFinished));
  160. }
  161. }
  162. void SoundEffects::HandlePlayMusic(StringHash eventType, VariantMap& eventData)
  163. {
  164. // Check if the music player node/component already exist
  165. if (scene_->GetChild("Music"))
  166. return;
  167. ResourceCache* cache = GetSubsystem<ResourceCache>();
  168. Sound* music = cache->GetResource<Sound>("Music/Ninja Gods.ogg");
  169. // Set the song to loop
  170. music->SetLooped(true);
  171. // Create a scene node and a sound source for the music
  172. Node* musicNode = scene_->CreateChild("Music");
  173. SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
  174. // Set the sound type to music so that master volume control works correctly
  175. musicSource->SetSoundType(SOUND_MUSIC);
  176. musicSource->Play(music);
  177. }
  178. void SoundEffects::HandleStopMusic(StringHash eventType, VariantMap& eventData)
  179. {
  180. // Remove the music player node from the scene
  181. scene_->RemoveChild(scene_->GetChild("Music"));
  182. }
  183. void SoundEffects::HandleSoundVolume(StringHash eventType, VariantMap& eventData)
  184. {
  185. using namespace SliderChanged;
  186. float newVolume = eventData[P_VALUE].GetFloat();
  187. GetSubsystem<Audio>()->SetMasterGain(SOUND_EFFECT, newVolume);
  188. }
  189. void SoundEffects::HandleMusicVolume(StringHash eventType, VariantMap& eventData)
  190. {
  191. using namespace SliderChanged;
  192. float newVolume = eventData[P_VALUE].GetFloat();
  193. GetSubsystem<Audio>()->SetMasterGain(SOUND_MUSIC, newVolume);
  194. }
  195. void SoundEffects::HandleSoundFinished(StringHash eventType, VariantMap& eventData)
  196. {
  197. using namespace SoundFinished;
  198. Node* soundNode = static_cast<Node*>(eventData[P_NODE].GetPtr());
  199. if (soundNode)
  200. soundNode->Remove();
  201. }