Added Audio class for playing audio from C# #212

Merged
Pycorax merged 1 commits from SP3-6-c-scripting into main 2022-11-16 15:31:18 +08:00
4 changed files with 211 additions and 2 deletions
Showing only changes of commit dc9291bc01 - Show all commits

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@ -7,7 +7,7 @@
#include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "ECS_Base/SHECSMacros.h"
#include "Math/SHMath.h"
#include "Math/Vector/SHVec3.h"
#include <optional>
#include <FMOD/fmod_studio.hpp>
#include "SH_API.h"

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@ -39,13 +39,15 @@ project "SHADE_Managed"
"%{IncludeDir.dotnet}\\include",
"%{IncludeDir.reactphysics3d}\\include",
"%{IncludeDir.VULKAN}\\include",
"%{IncludeDir.fmod}\\include",
"%{wks.location}/SHADE_Engine/src"
}
libdirs
{
"%{IncludeDir.RTTR}/lib",
"%{IncludeDir.SDL}/lib"
"%{IncludeDir.SDL}/lib",
"%{IncludeDir.fmod}/lib"
}
links
@ -93,16 +95,19 @@ project "SHADE_Managed"
symbols "On"
defines {"_DEBUG"}
links{"librttr_core_d.lib"}
links{"fmodstudioL_vc.lib", "fmodL_vc.lib"}
filter "configurations:Release"
optimize "On"
defines{"_RELEASE"}
links{"librttr_core.lib"}
links{"fmodstudio_vc.lib", "fmod_vc.lib"}
filter "configurations:Publish"
optimize "On"
defines{"_RELEASE"}
links{"librttr_core.lib"}
links{"fmodstudio_vc.lib", "fmod_vc.lib"}
require "vstudio"

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@ -0,0 +1,101 @@
/************************************************************************************//*!
\file Audio.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 16, 2022
\brief Contains the function definitions of the managed Audio static class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Header
#include "Audio.hxx"
// External Dependencies
#include "AudioSystem/SHAudioSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Utility/Convert.hxx"
namespace SHADE
{
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
float Audio::BGMVolume::get()
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
return audioSys->GetBgmVolume();
}
void Audio::BGMVolume::set(float value)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->SetBgmVolume(System::Math::Clamp(value, 0.0f, 1.0f));
}
float Audio::SFXVolume::get()
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
return audioSys->GetSfxVolume();
}
void Audio::SFXVolume::set(float value)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->SetSfxVolume(System::Math::Clamp(value, 0.0f, 1.0f));
}
float Audio::MasterVolume::get()
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
return audioSys->GetMasterVolume();
}
void Audio::MasterVolume::set(float value)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->SetMasterVolume(System::Math::Clamp(value, 0.0f, 1.0f));
}
bool Audio::IsPaused::get()
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
return audioSys->GetPaused();
}
void Audio::IsPaused::set(bool value)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->SetPaused(value);
}
/*-----------------------------------------------------------------------------*/
/* Playback Control Functions */
/*-----------------------------------------------------------------------------*/
void Audio::PlaySFXOnce2D(System::String^ path)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->PlayEventOnce(Convert::ToNative(path).data());
}
void Audio::PlaySFXOnce3D(System::String^ path, GameObject gameObject)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->PlayEventOnce(Convert::ToNative(path).data(), true, gameObject.GetEntity(), true);
}
void Audio::PlayBGMOnce2D(System::String^ path)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->PlayEventOnce(Convert::ToNative(path).data(), false);
}
void Audio::PlayBGMOnce3D(System::String^ path, GameObject gameObject)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->PlayEventOnce(Convert::ToNative(path).data(), false, gameObject.GetEntity(), true);
}
void Audio::StopAllSounds()
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->StopAllSounds();
}
}

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@ -0,0 +1,103 @@
/************************************************************************************//*!
\file Audio.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 16, 2022
\brief Contains the definitions of the managed Audio static class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
#include "Engine/GameObject.hxx"
namespace SHADE
{
/// <summary>
/// Static class that contains the functions for interfacing with the Audio system.
/// </summary>
public ref class Audio abstract sealed
{
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Volume of background music playback. Clamped between 0.0 and 1.0.
/// </summary>
static property float BGMVolume
{
float get();
void set(float value);
}
/// <summary>
/// Volume of sound effects playback. Clamped between 0.0 and 1.0.
/// </summary>
static property float SFXVolume
{
float get();
void set(float value);
}
/// <summary>
/// Overall volume for all audio playback. Clamped between 0.0 and 1.0.
/// </summary>
static property float MasterVolume
{
float get();
void set(float value);
}
/// <summary>
/// Whether or not all audio playback is paused.
/// </summary>
static property bool IsPaused
{
bool get();
void set(bool value);
}
/*-----------------------------------------------------------------------------*/
/* Playback Control Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Plays a sound effect without looping without spatial attenuation.
/// </summary>
/// <param name="path">
/// Path to the audio file relative to the working directory.
/// </param>
static void PlaySFXOnce2D(System::String^ path);
/// <summary>
/// Plays a sound effect without looping with spatial attenuation.
/// </summary>
/// <param name="path">
/// Path to the audio file relative to the working directory.
/// </param>
/// <param name="gameObject">
/// Object whose position is used to play the sound effect.
/// </param>
static void PlaySFXOnce3D(System::String^ path, GameObject gameObject);
/// <summary>
/// Plays background music without looping without spatial attenuation.
/// </summary>
/// <param name="path">
/// Path to the audio file relative to the working directory.
/// </param>
static void PlayBGMOnce2D(System::String^ path);
/// <summary>
/// Plays background music without looping with spatial attenuation.
/// </summary>
/// <param name="path">
/// Path to the audio file relative to the working directory.
/// </param>
/// <param name="gameObject">
/// Object whose position is used to play the background music.
/// </param>
static void PlayBGMOnce3D(System::String^ path, GameObject gameObject);
/// <summary>
/// Stops playback of all sound effects and music.
/// </summary>
static void StopAllSounds();
};
}