SoundEffects.cpp 8.2 KB

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  1. //
  2. // Copyright (c) 2008-2014 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/Urho3D.h>
  23. #include <Urho3D/Audio/Audio.h>
  24. #include <Urho3D/UI/Button.h>
  25. #include <Urho3D/Engine/Engine.h>
  26. #include <Urho3D/UI/Font.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/Slider.h>
  32. #include <Urho3D/Audio/Sound.h>
  33. #include <Urho3D/Audio/SoundSource.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. DEFINE_APPLICATION_MAIN(SoundEffects)
  53. SoundEffects::SoundEffects(Context* context) :
  54. Sample(context)
  55. {
  56. }
  57. void SoundEffects::Start()
  58. {
  59. // Execute base class startup
  60. Sample::Start();
  61. // Enable OS cursor
  62. GetSubsystem<Input>()->SetMouseVisible(true);
  63. // Create the user interface
  64. CreateUI();
  65. }
  66. void SoundEffects::CreateUI()
  67. {
  68. // Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
  69. scene_ = new Scene(context_);
  70. UIElement* root = GetSubsystem<UI>()->GetRoot();
  71. ResourceCache* cache = GetSubsystem<ResourceCache>();
  72. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  73. // Set style to the UI root so that elements will inherit it
  74. root->SetDefaultStyle(uiStyle);
  75. // Create buttons for playing back sounds
  76. for (unsigned i = 0; i < NUM_SOUNDS; ++i)
  77. {
  78. Button* button = CreateButton(i * 140 + 20, 20, 120, 40, soundNames[i]);
  79. // Store the sound effect resource name as a custom variable into the button
  80. button->SetVar(VAR_SOUNDRESOURCE, soundResourceNames[i]);
  81. SubscribeToEvent(button, E_PRESSED, HANDLER(SoundEffects, HandlePlaySound));
  82. }
  83. // Create buttons for playing/stopping music
  84. Button* button = CreateButton(20, 80, 120, 40, "Play Music");
  85. SubscribeToEvent(button, E_RELEASED, HANDLER(SoundEffects, HandlePlayMusic));
  86. button = CreateButton(160, 80, 120, 40, "Stop Music");
  87. SubscribeToEvent(button, E_RELEASED, HANDLER(SoundEffects, HandleStopMusic));
  88. Audio* audio = GetSubsystem<Audio>();
  89. // Create sliders for controlling sound and music master volume
  90. Slider* slider = CreateSlider(20, 140, 200, 20, "Sound Volume");
  91. slider->SetValue(audio->GetMasterGain(SOUND_EFFECT));
  92. SubscribeToEvent(slider, E_SLIDERCHANGED, HANDLER(SoundEffects, HandleSoundVolume));
  93. slider = CreateSlider(20, 200, 200, 20, "Music Volume");
  94. slider->SetValue(audio->GetMasterGain(SOUND_MUSIC));
  95. SubscribeToEvent(slider, E_SLIDERCHANGED, HANDLER(SoundEffects, HandleMusicVolume));
  96. }
  97. Button* SoundEffects::CreateButton(int x, int y, int xSize, int ySize, const String& text)
  98. {
  99. UIElement* root = GetSubsystem<UI>()->GetRoot();
  100. ResourceCache* cache = GetSubsystem<ResourceCache>();
  101. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  102. // Create the button and center the text onto it
  103. Button* button = root->CreateChild<Button>();
  104. button->SetStyleAuto();
  105. button->SetPosition(x, y);
  106. button->SetSize(xSize, ySize);
  107. Text* buttonText = button->CreateChild<Text>();
  108. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  109. buttonText->SetFont(font, 12);
  110. buttonText->SetText(text);
  111. return button;
  112. }
  113. Slider* SoundEffects::CreateSlider(int x, int y, int xSize, int ySize, const String& text)
  114. {
  115. UIElement* root = GetSubsystem<UI>()->GetRoot();
  116. ResourceCache* cache = GetSubsystem<ResourceCache>();
  117. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  118. // Create text and slider below it
  119. Text* sliderText = root->CreateChild<Text>();
  120. sliderText->SetPosition(x, y);
  121. sliderText->SetFont(font, 12);
  122. sliderText->SetText(text);
  123. Slider* slider = root->CreateChild<Slider>();
  124. slider->SetStyleAuto();
  125. slider->SetPosition(x, y + 20);
  126. slider->SetSize(xSize, ySize);
  127. // Use 0-1 range for controlling sound/music master volume
  128. slider->SetRange(1.0f);
  129. return slider;
  130. }
  131. void SoundEffects::HandlePlaySound(StringHash eventType, VariantMap& eventData)
  132. {
  133. Button* button = static_cast<Button*>(GetEventSender());
  134. const String& soundResourceName = button->GetVar(VAR_SOUNDRESOURCE).GetString();
  135. // Get the sound resource
  136. ResourceCache* cache = GetSubsystem<ResourceCache>();
  137. Sound* sound = cache->GetResource<Sound>(soundResourceName);
  138. if (sound)
  139. {
  140. // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
  141. // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
  142. // SoundSource3D component would be used instead
  143. Node* soundNode = scene_->CreateChild("Sound");
  144. SoundSource* soundSource = soundNode->CreateComponent<SoundSource>();
  145. soundSource->Play(sound);
  146. // In case we also play music, set the sound volume below maximum so that we don't clip the output
  147. soundSource->SetGain(0.75f);
  148. // Set the sound component to automatically remove its scene node from the scene when the sound is done playing
  149. soundSource->SetAutoRemove(true);
  150. }
  151. }
  152. void SoundEffects::HandlePlayMusic(StringHash eventType, VariantMap& eventData)
  153. {
  154. // Check if the music player node/component already exist
  155. if (scene_->GetChild("Music"))
  156. return;
  157. ResourceCache* cache = GetSubsystem<ResourceCache>();
  158. Sound* music = cache->GetResource<Sound>("Music/Ninja Gods.ogg");
  159. // Set the song to loop
  160. music->SetLooped(true);
  161. // Create a scene node and a sound source for the music
  162. Node* musicNode = scene_->CreateChild("Music");
  163. SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
  164. // Set the sound type to music so that master volume control works correctly
  165. musicSource->SetSoundType(SOUND_MUSIC);
  166. musicSource->Play(music);
  167. }
  168. void SoundEffects::HandleStopMusic(StringHash eventType, VariantMap& eventData)
  169. {
  170. // Remove the music player node from the scene
  171. scene_->RemoveChild(scene_->GetChild("Music"));
  172. }
  173. void SoundEffects::HandleSoundVolume(StringHash eventType, VariantMap& eventData)
  174. {
  175. using namespace SliderChanged;
  176. float newVolume = eventData[P_VALUE].GetFloat();
  177. GetSubsystem<Audio>()->SetMasterGain(SOUND_EFFECT, newVolume);
  178. }
  179. void SoundEffects::HandleMusicVolume(StringHash eventType, VariantMap& eventData)
  180. {
  181. using namespace SliderChanged;
  182. float newVolume = eventData[P_VALUE].GetFloat();
  183. GetSubsystem<Audio>()->SetMasterGain(SOUND_MUSIC, newVolume);
  184. }