本文整理汇总了C++中SoundPtr类的典型用法代码示例。如果您正苦于以下问题:C++ SoundPtr类的具体用法?C++ SoundPtr怎么用?C++ SoundPtr使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SoundPtr类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: StreamedSound
SoundPtr ALSubsystem::stream2D(String filename, bool startPaused)
{
SoundPtr out;
String ext = filename.substr(filename.find_last_of(".") + 1);
if(mAudioLoaders.find(ext) != mAudioLoaders.end())
{
try
{
AudioStream* stream = mAudioLoaders[ext]->streamSound(filename);
out.bind(new StreamedSound(stream, getSource()));
mActiveSounds.push_back(out);
if(!startPaused)
out->play();
}
catch(Exception e)
{
std::cout<<"Could not stream sound.\n";
}
}
else
{
std::cout<<"Could not stream sound, no loader found.\n";
}
return out;
}
示例2: play
void play(const char* name, bool stream=false)
{
// Only load streams if the backend supports it
if(stream && !mg.canLoadStream)
return;
cout << "Playing " << name;
if(stream) cout << " (from stream)";
cout << "\n";
SoundPtr snd;
try
{
if(stream)
snd = mg.load(StreamPtr(new FileStream(name)));
else
snd = mg.load(name);
snd->play();
while(snd->isPlaying())
{
usleep(10000);
if(mg.needsUpdate) mg.update();
}
}
catch(exception &e)
{
cout << " ERROR: " << e.what() << "\n";
}
}
示例3: loadSound
SoundPtr ALSubsystem::play2D(String name, bool startPaused)
{
SoundPtr out;
if(mAudioBuffers.find(name) == mAudioBuffers.end())
{
loadSound(name);
if(mAudioBuffers.find(name) == mAudioBuffers.end())
{
std::cout<<"Could not play sound, could not find or load audio.\n";
return out;
}
}
if(!hasSources())
{
std::cout<<"Could not play sound, no available sound sources.\n";
}
else
{
out.bind(new BufferedSound(getSource(), mAudioBuffers[name], mAudioData[name]));
mActiveSounds.push_back(out);
if(!startPaused)
out->play();
}
return out;
}
示例4: loadSound
SoundPtr ALSubsystem::play2D(String name, bool startPaused)
{
SoundPtr out;
if(mAudioBuffers.find(name) == mAudioBuffers.end())
{
loadSound(name);
if(mAudioBuffers.find(name) == mAudioBuffers.end())
{
Logger::getPtr()->logMessage("Could not play sound, could not find or load audio.");
return out;
}
}
if(!hasSources())
{
Logger::getPtr()->logMessage("Could not play sound, no available sound sources.");
}
else
{
out.bind(new BufferedSound(getSource(), mAudioBuffers[name]));
mActiveSounds.push_back(out);
out->setGain(0.f, 1.f, 1.f);
if(!startPaused)
out->play();
}
return out;
}
示例5: SoundPtr
SoundManager::SoundPtr SoundManager::Load(const std::string& locator) {
std::string file;
file = "content/sounds/" + locator;
SoundPtr sound = SoundPtr(new sf::SoundBuffer());
if(!sound->LoadFromFile(file))
return SoundPtr();
return sound;
}
示例6: stopSound
void SoundManager::stopSound(const std::string& soundId)
{
IDMap::iterator it = mLoopedSounds.find(soundId);
if(it != mLoopedSounds.end())
{
SoundPtr snd = it->second.lock();
if(snd) snd->stop();
mLoopedSounds.erase(it);
}
}
示例7: makeControll
void PlayerBehavior::update( ) {
//何もしなかったら待機
_player_state = PLAYER_STATE_WAIT;
CONTROLL controll = makeControll( );
walk( controll );
attack( controll );
AppPtr app = App::getTask( );
if ( _parent->getStatus( ).hp <= 0 ) {
_player_state = PLAYER_STATE_DEAD;
SoundPtr sound = Sound::getTask( );
sound->playSE( Sound::SE_GAME_OVER );
ClientPtr client = Client::getTask( );
SERVERDATA data;
data.command = COMMAND_STATUS_POS;
data.value[ 0 ] = _player_id;
data.value[ 1 ] = 0;
data.value[ 2 ] = 0;
client->send( data );
if ( _controll ) {
app->setState( App::STATE_DEAD );
}
} else {
PlayerPtr player = std::dynamic_pointer_cast< Player >( _parent );
player->addSP( 1 );
}
_before_state = _player_state;
PlayerPtr player = std::dynamic_pointer_cast< Player >( _parent );
int sp = player->getSP( );
//AdventurePtr adventure = app->getAdventure( );
if ( ( !_is_tutorial_sence ) && ( sp == Player::FULL_SP_NUM ) && _controll ) {
//adventure->set( Adventure::TYPE_COMMON_TUTORIAL_3 );
_is_tutorial_sence = true;
}
for ( int i = PLAYER_ETUDE_RED; i <= PLAYER_ETUDE_BLUE; i++ ) {
Vector pos = _parent->getPos( ) - app->getPlayer( i )->getPos( );
if ( !_is_conntact_minotaur &&
( _player_id < PLAYER_ETUDE_RED ) &&
( pos.getLength( ) < CONNTACT_MINOTAUR_LENGTH ) &&
_controll ) {
//adventure->set( Adventure::TYPE_COMMON_CYCLOPS_CONTACT );
//adventure->set( Adventure::TYPE_COMMON_AFTER_MINOTAUR_ENTRY );
_is_conntact_minotaur = true;
}
}
_keep_pos = _parent->getPos( );
}
示例8: playSound
void SoundManager::playSound (const std::string& soundId, float volume, float pitch)
{
if(!mData) return;
// Play and forget
float min, max;
const std::string &file = mData->lookup(soundId, volume, min, max);
if(file != "")
{
SoundPtr snd = mData->mgr->load(file);
snd->setVolume(volume);
snd->setRange(min,max);
snd->setPitch(pitch);
snd->play();
}
}
示例9: HealthAttribute
/**
* Initializes the bee's attributes
*
*
* @return bool
*/
bool Bee::DoExtraInits()
{
if (!GameCharacter::DoExtraInits())
{
return false;
}
// add a health attribute
HealthAttributePtr health = NiNew HealthAttribute(this);
m_fMaxHealth = ConfigurationManager::Get()->bee_initialHealth;
health->Reset(m_fMaxHealth);
AddAttribute(GameCharacter::ATTR_HEALTH, (CharacterAttribute*)health);
// add an armor attribute
AddAttribute(GameCharacter::ATTR_ARMOR, NiNew ArmorAttribute(this));
// add a damage attribute
DamageAttribute* dmg = NiNew DamageAttribute(this);
dmg->Reset(ConfigurationManager::Get()->bee_damage);
AddAttribute(GameCharacter::ATTR_DAMAGE, dmg);
// add an FSMBeeAIControl
AddAttribute(GameCharacter::ATTR_CONTROLLER, NiNew FSMBeeAIControl(this));
// set initial position
m_pActor->setGlobalPosition(GameManager::Get()->
GetQueen()->GetActor()->getGlobalPosition() - NxVec3(50.0, 0.0, 0.0));
SoundPtr sound = ResourceManager::Get()->GetSound(
ResourceManager::RES_SOUND_BEE, this);
if (sound)
{
AddAttribute(GameCharacter::ATTR_SOUND_DEFAULT, (CharacterAttribute*)sound);
sound->Play();
}
AddAttribute(GameCharacter::ATTR_SOUND_1, (CharacterAttribute*) ResourceManager::Get()->GetSound(
ResourceManager::RES_SOUND_BEE_AWAITING, this));
AddAttribute(GameCharacter::ATTR_SOUND_2, (CharacterAttribute*) ResourceManager::Get()->GetSound(
ResourceManager::RES_SOUND_BEE_DYING, this));
// set dampings
m_pActor->setLinearDamping(8.0f);
m_pActor->setAngularDamping(8.0f);
return true;
}
示例10: lookup
void SoundManager::playSound(const std::string& soundId, float volume, float pitch, bool loop)
{
float min, max;
const std::string &file = lookup(soundId, volume, min, max);
if (file != "")
{
SoundPtr snd = mgr->load(file);
snd->setRepeat(loop);
snd->setVolume(volume);
snd->setRange(min,max);
snd->setPitch(pitch);
snd->setRelative(true);
snd->play();
if (loop)
{
// Only add the looping sound once
IDMap::iterator it = mLoopedSounds.find(soundId);
if(it == mLoopedSounds.end())
{
mLoopedSounds[soundId] = WSoundPtr(snd);
}
}
}
}
示例11: s
void Audio::playSFX(const std::string &filename, bool relative, const cml::vector2f &pos, float attenuation, float min_dist)
{
if(sounds.empty())
for(int i = 0; i < 32; i++)
{
SoundPtr s(new sf::Sound());
s->SetVolume(60.0f);
sounds.push_back(s);
}
SoundPtr s;
for(unsigned int i = 0; i < sounds.size(); i++)
if(sounds[i]->GetStatus() == sf::Sound::Stopped)
s = sounds[i];
if(!s)
{
warning("too many sounds");
return;
}
SoundBufferPtr sb = getSoundBuffer(filename);
s->SetRelativeToListener(relative);
s->SetPosition(pos[0], pos[1], 0.0f);
s->SetAttenuation(attenuation);
s->SetMinDistance(min_dist);
s->SetBuffer(*(sb.get()));
s->Play();
}
示例12: clearAll
// Clears all the sub-elements of a given iterator, and then
// removes it from 'sounds'.
void clearAll(PtrMap::iterator it)
{
IDMap::iterator sit = it->second.begin();
while(sit != it->second.end())
{
// Get sound pointer, if any
SoundPtr snd = sit->second.lock();
// Stop the sound
if(snd) snd->stop();
sit++;
}
// Remove the ptr reference
sounds.erase(it);
}
示例13: setPos
// Set the position on a sound based on a Ptr.
static void setPos(SoundPtr &snd, const MWWorld::Ptr ref)
{
// Get sound position from the reference
const float *pos = ref.getCellRef().pos.pos;
// Move the sound, converting from MW coordinates to Ogre
// coordinates.
snd->setPos(pos[0], pos[2], -pos[1]);
}
示例14: EnsureComma
SoundPtr ResourceConfig::SafeReadSound(StringParser &theVal)
{
theVal.SkipWhitespace();
SoundDescriptor aDesc;
std::string aName;
if(theVal.GetChar()=='(')
{
theVal.IncrementPos();
theVal.ReadString(aName); EnsureComma(theVal);
int aFlags = 0;
while(true)
{
std::string aFlagStr;
theVal.ReadString(aFlagStr,true);
if(aFlagStr.empty())
break;
if(stricmp(aFlagStr.c_str(),"Preload")==0)
aFlags |= SoundFlag_Preload;
else if(stricmp(aFlagStr.c_str(),"Music")==0)
aFlags |= SoundFlag_Music;
else if(stricmp(aFlagStr.c_str(),"Muted")==0)
aFlags |= SoundFlag_Muted;
else
throw ConfigObjectException("Unknown sound flag: " + aFlagStr);
}
aDesc.SetSoundFlags(aFlags,true);
EnsureCloseParen(theVal);
}
else
theVal.ReadString(aName);
aDesc.mFilePath = ComponentConfig::GetResourceFile(aName);
SoundPtr aSound = WindowManager::GetDefaultWindowManager()->DecodeSound(aDesc);
if(aSound.get()==NULL)
throw ConfigObjectException("Failed to decode sound: " + aDesc.mFilePath);
return aSound;
}
示例15: setPos
// Add a sound to the list and play it
void SoundManager::add(const std::string &file,
MWWorld::Ptr ptr,
const std::string &id,
float volume, float pitch,
float min, float max,
bool loop, bool untracked)
{
try
{
SoundPtr snd = mgr->load(file);
snd->setRepeat(loop);
snd->setVolume(volume);
snd->setPitch(pitch);
snd->setRange(min,max);
setPos(snd, ptr);
snd->play();
if (!untracked)
{
sounds[ptr][id] = WSoundPtr(snd);
}
}
catch(...)
{
std::cout << "Error loading " << file << ", skipping.\n";
}
}