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-rw-r--r--src/crepe/api/AssetManager.cpp17
-rw-r--r--src/crepe/api/AssetManager.h62
-rw-r--r--src/crepe/api/AssetManager.hpp22
-rw-r--r--src/crepe/api/AudioSource.cpp15
-rw-r--r--src/crepe/api/AudioSource.h75
-rw-r--r--src/crepe/api/CMakeLists.txt7
-rw-r--r--src/crepe/api/Config.h22
7 files changed, 102 insertions, 118 deletions
diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp
deleted file mode 100644
index 3925758..0000000
--- a/src/crepe/api/AssetManager.cpp
+++ /dev/null
@@ -1,17 +0,0 @@
-#include "util/Log.h"
-
-#include "AssetManager.h"
-
-using namespace crepe;
-
-AssetManager & AssetManager::get_instance() {
- static AssetManager instance;
- return instance;
-}
-
-AssetManager::~AssetManager() {
- dbg_trace();
- this->asset_cache.clear();
-}
-
-AssetManager::AssetManager() { dbg_trace(); }
diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h
deleted file mode 100644
index fee6780..0000000
--- a/src/crepe/api/AssetManager.h
+++ /dev/null
@@ -1,62 +0,0 @@
-#pragma once
-
-#include <any>
-#include <memory>
-#include <string>
-#include <unordered_map>
-
-namespace crepe {
-
-/**
- * \brief The AssetManager is responsible for storing and managing assets over multiple scenes.
- *
- * The AssetManager ensures that assets are loaded once and can be accessed across different
- * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are
- * retained in memory until the AssetManager is destroyed, at which point the cached assets are
- * cleared.
- */
-class AssetManager {
-
-private:
- //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
- std::unordered_map<std::string, std::any> asset_cache;
-
-private:
- AssetManager();
- virtual ~AssetManager();
-
-public:
- AssetManager(const AssetManager &) = delete;
- AssetManager(AssetManager &&) = delete;
- AssetManager & operator=(const AssetManager &) = delete;
- AssetManager & operator=(AssetManager &&) = delete;
-
- /**
- * \brief Retrieves the singleton instance of the AssetManager.
- *
- * \return A reference to the single instance of the AssetManager.
- */
- static AssetManager & get_instance();
-
-public:
- /**
- * \brief Caches an asset by loading it from the given file path.
- *
- * \param file_path The path to the asset file to load.
- * \param reload If true, the asset will be reloaded from the file, even if it is already
- * cached.
- * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
- *
- * \return A shared pointer to the cached asset.
- *
- * This template function caches the asset at the given file path. If the asset is already
- * cached and `reload` is false, the existing cached version will be returned. Otherwise, the
- * asset will be reloaded and added to the cache.
- */
- template <typename T>
- std::shared_ptr<T> cache(const std::string & file_path, bool reload = false);
-};
-
-} // namespace crepe
-
-#include "AssetManager.hpp"
diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp
deleted file mode 100644
index 1c0e978..0000000
--- a/src/crepe/api/AssetManager.hpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#pragma once
-
-#include "AssetManager.h"
-
-namespace crepe {
-
-template <typename asset>
-std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, bool reload) {
- auto it = asset_cache.find(file_path);
-
- if (!reload && it != asset_cache.end()) {
- return std::any_cast<std::shared_ptr<asset>>(it->second);
- }
-
- std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str());
-
- asset_cache[file_path] = new_asset;
-
- return new_asset;
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
new file mode 100644
index 0000000..7b05cb1
--- /dev/null
+++ b/src/crepe/api/AudioSource.cpp
@@ -0,0 +1,15 @@
+#include "AudioSource.h"
+
+using namespace crepe;
+using namespace std;
+
+AudioSource::AudioSource(game_object_id_t id, const Asset & src)
+ : Component(id),
+ source(src) {}
+
+void AudioSource::play(bool looping) {
+ this->loop = looping;
+ this->oneshot_play = true;
+}
+
+void AudioSource::stop() { this->oneshot_stop = true; }
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
new file mode 100644
index 0000000..7c1f161
--- /dev/null
+++ b/src/crepe/api/AudioSource.h
@@ -0,0 +1,75 @@
+#pragma once
+
+#include "../Component.h"
+#include "../types.h"
+#include "../facade/SoundHandle.h"
+
+#include "Asset.h"
+#include "GameObject.h"
+
+namespace crepe {
+
+class AudioSystem;
+
+//! Audio source component
+class AudioSource : public Component {
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
+ /**
+ * \param source Sound sample to load
+ */
+ AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager creates components
+ friend class ComponentManager;
+
+public:
+ // std::unique_ptr needs to be able to destoy this component
+ virtual ~AudioSource() = default;
+
+public:
+ //! Start this audio source
+ void play(bool looping = false);
+ //! Stop this audio source
+ void stop();
+
+public:
+ //! Play when this component becomes active
+ bool play_on_awake = false;
+ //! Repeat the current audio clip during playback
+ bool loop = false;
+ //! Normalized volume (0.0 - 1.0)
+ float volume = 1.0;
+
+private:
+ //! This audio source's clip
+ const Asset source;
+
+ /**
+ * \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;
+ //! \}
+ /**
+ * \name State diffing variables
+ * \{
+ */
+ typeof(active) last_active = false;
+ typeof(volume) last_volume = volume;
+ typeof(loop) last_loop = loop;
+ //! \}
+ //! This source's voice handle
+ SoundHandle voice{};
+
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index ac8f301..b186e0c 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -1,5 +1,5 @@
target_sources(crepe PUBLIC
- # AudioSource.cpp
+ AudioSource.cpp
BehaviorScript.cpp
GameObject.cpp
Rigidbody.cpp
@@ -7,7 +7,6 @@ target_sources(crepe PUBLIC
Transform.cpp
Color.cpp
Texture.cpp
- AssetManager.cpp
Sprite.cpp
Config.cpp
Metadata.cpp
@@ -25,7 +24,7 @@ target_sources(crepe PUBLIC
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- # AudioSource.h
+ AudioSource.h
BehaviorScript.h
Config.h
Script.h
@@ -38,8 +37,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Vector2.hpp
Color.h
Texture.h
- AssetManager.h
- AssetManager.hpp
Scene.h
Metadata.h
Camera.h
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 225e9b9..7be506e 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,8 +1,10 @@
#pragma once
+#include <string>
+
#include "../util/Log.h"
+
#include "types.h"
-#include <string>
namespace crepe {
@@ -13,20 +15,10 @@ namespace crepe {
* modified *before* execution is handed over from the game programmer to the engine (i.e. the
* main loop is started).
*/
-class Config final {
-public:
+struct Config final {
//! Retrieve handle to global Config instance
static Config & get_instance();
-private:
- Config() = default;
- ~Config() = default;
- Config(const Config &) = default;
- Config(Config &&) = default;
- Config & operator=(const Config &) = default;
- Config & operator=(Config &&) = default;
-
-public:
//! Logging-related settings
struct {
/**
@@ -85,6 +77,12 @@ public:
*/
std::string root_pattern = ".crepe-root";
} asset;
+
+ //! Audio system settings
+ struct {
+ //! Max amount of simultanious voices
+ unsigned int voices = 32;
+ } audio;
};
} // namespace crepe