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-rw-r--r--src/crepe/api/AudioSource.cpp4
-rw-r--r--src/crepe/api/AudioSource.h15
-rw-r--r--src/crepe/facade/SoundContext.cpp6
-rw-r--r--src/crepe/facade/SoundContext.h1
-rw-r--r--src/crepe/system/AudioSystem.cpp23
-rw-r--r--src/crepe/system/AudioSystem.h1
-rw-r--r--src/test/AudioTest.cpp14
7 files changed, 35 insertions, 29 deletions
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
index c646aeb..cc70801 100644
--- a/src/crepe/api/AudioSource.cpp
+++ b/src/crepe/api/AudioSource.cpp
@@ -10,10 +10,10 @@ AudioSource::AudioSource(game_object_id_t id, const Asset & src) :
void AudioSource::play(bool looping) {
this->loop = looping;
- this->playing = true;
+ this->oneshot_play = true;
}
void AudioSource::stop() {
- this->playing = false;
+ this->oneshot_stop = true;
}
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
index 8dc1645..1899c22 100644
--- a/src/crepe/api/AudioSource.h
+++ b/src/crepe/api/AudioSource.h
@@ -42,8 +42,19 @@ private:
//! This audio source's clip
const Asset source;
- //! If this source is playing audio
- bool playing = false;
+ /**
+ * \name One-shot state variables
+ *
+ * These variables trigger function calls when set to true, and are unconditionally reset on
+ * every system update.
+ *
+ * \{
+ */
+ //! Play this sample
+ bool oneshot_play = false;
+ //! Stop this sample
+ bool oneshot_stop = false;
+ //! \}
private:
//! AudioSystem::ComponentPrivate
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index 3e9a3d1..3ae5956 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -34,9 +34,3 @@ void SoundContext::set_loop(Sound & resource, Sound::Handle & handle, bool loop)
this->engine.setLooping(handle.handle, loop);
}
-bool SoundContext::get_playing(Sound::Handle & handle) {
- // See Soloud::stopVoice_internal in soloud/src/core/soloud_core_voiceops.cpp for why this is
- // the correct method to use here (samples are currently never paused)
- return this->engine.isValidVoiceHandle(handle.handle);
-}
-
diff --git a/src/crepe/facade/SoundContext.h b/src/crepe/facade/SoundContext.h
index e02977e..91d3fe9 100644
--- a/src/crepe/facade/SoundContext.h
+++ b/src/crepe/facade/SoundContext.h
@@ -28,7 +28,6 @@ public:
void stop(Sound::Handle &);
void set_volume(Sound &, Sound::Handle &, float);
void set_loop(Sound &, Sound::Handle &, bool);
- bool get_playing(Sound::Handle &);
private:
SoLoud::Soloud engine;
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
index 98aff58..b105a4d 100644
--- a/src/crepe/system/AudioSystem.cpp
+++ b/src/crepe/system/AudioSystem.cpp
@@ -13,14 +13,12 @@ void AudioSystem::update() {
RefVector<AudioSource> components = component_manager.get_components_by_type<AudioSource>();
for (AudioSource & component : components) {
- if (!component.active) continue;
-
Sound & resource = resource_manager.get<Sound>(component.source);
if (component.private_data.empty()) {
auto & data = component.private_data.set<ComponentPrivate>();
this->update_last(component, data);
- data.last_playing = false; // always start
+ data.last_active = false;
}
auto & data = component.private_data.get<ComponentPrivate>();
@@ -31,27 +29,26 @@ void AudioSystem::update() {
}
void AudioSystem::diff_update(AudioSource & component, ComponentPrivate & data, Sound & resource) {
- bool update_playing = component.playing != data.last_playing;
bool update_volume = component.volume != data.last_volume;
bool update_loop = component.loop != data.last_loop;
bool update_active = component.active != data.last_active;
if (update_active) {
if (component.active) {
- update_playing = true;
- if (component.play_on_awake)
- component.playing = true;
+ component.oneshot_play = component.play_on_awake;
} else {
this->context.stop(data.handle);
return;
}
}
if (!component.active) return;
- if (update_playing) {
- if (component.playing) data.handle = this->context.play(resource);
- else this->context.stop(data.handle);
- } else {
- component.playing = this->context.get_playing(data.handle);
+ if (component.oneshot_play) {
+ data.handle = this->context.play(resource);
+ component.oneshot_play = false;
+ }
+ if (component.oneshot_stop) {
+ this->context.stop(data.handle);
+ component.oneshot_stop = false;
}
if (update_volume) {
this->context.set_volume(resource, data.handle, component.volume);
@@ -63,8 +60,8 @@ void AudioSystem::diff_update(AudioSource & component, ComponentPrivate & data,
void AudioSystem::update_last(const AudioSource & component, ComponentPrivate & data) {
data.last_active = component.active;
+ if (!component.active) return;
data.last_loop = component.loop;
- data.last_playing = component.playing;
data.last_volume = component.volume;
}
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
index 3404878..dee82f6 100644
--- a/src/crepe/system/AudioSystem.h
+++ b/src/crepe/system/AudioSystem.h
@@ -26,7 +26,6 @@ private:
* \{
*/
typeof(AudioSource::active) last_active;
- typeof(AudioSource::playing) last_playing;
typeof(AudioSource::volume) last_volume;
typeof(AudioSource::loop) last_loop;
//! \}
diff --git a/src/test/AudioTest.cpp b/src/test/AudioTest.cpp
index c6f0097..2a2d0e1 100644
--- a/src/test/AudioTest.cpp
+++ b/src/test/AudioTest.cpp
@@ -1,3 +1,4 @@
+#include "util/Log.h"
#include <gtest/gtest.h>
#include <future>
@@ -27,24 +28,29 @@ public:
AudioSource & sfx2 = entity.add_component<AudioSource>("mwe/audio/sfx2.wav");
AudioSource & sfx3 = entity.add_component<AudioSource>("mwe/audio/sfx3.wav");
+ void SetUp() override {
+ bgm.play_on_awake = true;
+ }
};
TEST_F(AudioTest, Default) {
bool example_done = false;
future example = async([&](){
- // Start the background track
- bgm.play();
+ // Start the background track. This happens automatically due to the play_on_awake property
+ // being true. The following call is optional and doesn't start two simultanious voices if
+ // left in:
+ // bgm.play();
// Play each sample sequentially while pausing and resuming the background track
this_thread::sleep_for(500ms);
sfx1.play();
this_thread::sleep_for(500ms);
sfx2.play();
- bgm.stop();
+ bgm.active = false;
this_thread::sleep_for(500ms);
sfx3.play();
- bgm.play();
+ bgm.active = true;
this_thread::sleep_for(500ms);
// Play all samples simultaniously