#include "AudioSystem.h" #include "ComponentManager.h" #include "../api/AudioSource.h" using namespace crepe; using namespace std; void AudioSystem::update() { ComponentManager & mgr = this->component_manager; vector> components = mgr.get_components_by_type(); for (auto component_ref : components) { AudioSource & component = component_ref.get(); if (!component.active) continue; /** * How this is supposed to work: * - Get an instance of Sound for this resource/component combo (Sound * instance is supposed to be unique per component, even if they use the * same underlying asset). * OR * - Use the same instance of Sound if this is what the cache returns * (= what the game programmer's wishes to do). * * NOT supposed to happen but still the case: * - Below function call causes assets to be cached unintentionally * - Cached assets are deleted at the end of a scene (i think?) * - I'm not sure if the ResourceManager is even supposed to have a public * `.clear()` method since the control over resource lifetime is * explicitly handed over to the game programmer by using ResourceManager * to cache/uncache. I believe the proper methods are supposed to be: * * - get() get a reference to resource (used here) * - clear() clears NON-cached assets * - cache() marks asset as "do not delete at end of scene" * - uncache() undoes the above * * I think somewhere in the above function calls a unique identifier for * the Asset/GameObject should be given to make sure the unique instance * shit works as intended. The resource manager is also used for things * other than sounds. * * Also need to check: * - Is it an issue if there are multiple AudioSource components playing * the same sample (= identical Asset), while they are all triggered * using the same underlying instance of Sound (esp. w/ * play/pause/retrigger behavior). */ // Sound & sound = this->resource_manager.get(component); // TODO: lots of state diffing } }