blob: 84a101afac06cf37573cdbf47cac29d6e18b0caa (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
#include "AudioSystem.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
#include "../types.h"
using namespace crepe;
using namespace std;
void AudioSystem::update() {
ComponentManager & component_manager = this->mediator.component_manager;
ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<AudioSource> components = component_manager.get_components_by_type<AudioSource>();
for (AudioSource & component : components) {
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_active = false;
}
auto & data = component.private_data.get<ComponentPrivate>();
this->diff_update(component, data, resource);
this->update_last(component, data);
}
}
void AudioSystem::diff_update(AudioSource & component, ComponentPrivate & data, Sound & resource) {
SoundContext & context = this->get_context();
if (component.active != data.last_active) {
if (component.active) {
component.oneshot_play = component.play_on_awake;
} else {
context.stop(data.handle);
return;
}
}
if (!component.active) return;
if (component.oneshot_play) {
data.handle = context.play(resource);
component.oneshot_play = false;
}
if (component.oneshot_stop) {
context.stop(data.handle);
component.oneshot_stop = false;
}
if (component.volume != data.last_volume) {
context.set_volume(resource, data.handle, component.volume);
}
if (component.loop != data.last_loop) {
context.set_loop(resource, data.handle, component.loop);
}
}
void AudioSystem::update_last(const AudioSource & component, ComponentPrivate & data) {
data.last_active = component.active;
data.last_loop = component.loop;
data.last_volume = component.volume;
}
SoundContext & AudioSystem::get_context() {
if (this->context.empty())
this->context.set<SoundContext>();
return this->context.get<SoundContext>();
}
|