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#include "util/Log.h"
#include <gtest/gtest.h>
#include <future>
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/ResourceManager.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/GameObject.h>
#include <crepe/system/AudioSystem.h>
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
using namespace testing;
class AudioTest : public Test {
Mediator mediator;
public:
ComponentManager component_manager{mediator};
ResourceManager resource_manager{mediator};
AudioSystem system {mediator};
private:
GameObject entity = component_manager.new_object("name");
public:
AudioSource & bgm = entity.add_component<AudioSource>("mwe/audio/bgm.ogg");
AudioSource & sfx1 = entity.add_component<AudioSource>("mwe/audio/sfx1.wav");
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. 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.active = false;
this_thread::sleep_for(500ms);
sfx3.play();
bgm.active = true;
this_thread::sleep_for(500ms);
// Play all samples simultaniously
sfx1.play();
sfx2.play();
sfx3.play();
this_thread::sleep_for(1000ms);
});
future system_loop = async([&](){
while (!example_done) {
auto next = chrono::steady_clock::now() + 25ms;
system.update();
this_thread::sleep_until(next);
}
});
example.wait();
example_done = true;
system_loop.wait();
}
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