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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // 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.
- //
- #pragma once
- #include "Sample.h"
- namespace Urho3D
- {
- class Node;
- class BufferedSoundStream;
- }
- /// Sound synthesis example.
- /// This sample demonstrates:
- /// - Playing back a sound stream produced on-the-fly by a simple CPU synthesis algorithm
- class SoundSynthesis : public Sample
- {
- URHO3D_OBJECT(SoundSynthesis, Sample);
- public:
- /// Construct.
- SoundSynthesis(Context* context);
- /// Setup before engine initialization. Modifies the engine parameters.
- virtual void Setup();
- /// Setup after engine initialization and before running the main loop.
- virtual void Start();
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- virtual String GetScreenJoystickPatchString() const { return
- "<patch>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">"
- " <attribute name=\"Is Visible\" value=\"false\" />"
- " </add>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
- " <attribute name=\"Is Visible\" value=\"false\" />"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Up</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"UP\" />"
- " </element>"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Down</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"DOWN\" />"
- " </element>"
- " </add>"
- "</patch>";
- }
- private:
- /// Construct the sound stream and start playback.
- void CreateSound();
- /// Buffer more sound data.
- void UpdateSound();
- /// Construct an instruction text to the UI.
- void CreateInstructions();
- /// Subscribe to application-wide logic update events.
- void SubscribeToEvents();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Scene node for the sound component.
- SharedPtr<Node> node_;
- /// Sound stream that we update.
- SharedPtr<BufferedSoundStream> soundStream_;
- /// Instruction text.
- SharedPtr<Text> instructionText_;
- /// Filter coefficient for the sound.
- float filter_;
- /// Synthesis accumulator.
- float accumulator_;
- /// First oscillator.
- float osc1_;
- /// Second oscillator.
- float osc2_;
- };
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