ignore the sound for now. event mechanism is working good with renderer.
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parent
550556e0e4
commit
5e8a04c54f
4 changed files with 151 additions and 10 deletions
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@ -19,6 +19,8 @@ set(GAME_SRC
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network/session.cpp
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sound/sound_effects.cpp
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util.cpp
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game.cpp
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@ -36,10 +38,9 @@ set(GAME_SRC
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set(SOUND_LIBRARIES "")
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# TODO: make optional!
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set(GAME_SRC ${GAME_SRC} sound/sound.cpp sound/sound_effects.cpp)
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set(SOUND_LIBRARIES -lportaudio -lsndfile)
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#set(GAME_SRC "${GAME_SRC} sound/dummy_sound.cpp sound/dummy_sound_effects.cpp")
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#set(GAME_SRC ${GAME_SRC} sound/sound.cpp)
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#set(SOUND_LIBRARIES -lportaudio -lsndfile)
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set(GAME_SRC ${GAME_SRC} sound/dummy_sound.cpp)
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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include_directories(${CMAKE_CURRENT_SOURCE_DIR})
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130
game/sound/dummy_sound.cpp
Normal file
130
game/sound/dummy_sound.cpp
Normal file
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@ -0,0 +1,130 @@
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#include "sound.hpp"
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namespace sound {
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bool initSound(void)
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{
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return false;
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}
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void deleteOldSounds()
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{
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}
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SoundHandle *playSound(enum Sound type, float amplitude)
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{
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(void) type;
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(void) amplitude;
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return NULL;
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}
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SoundHandle *playFrequency(float freq, float amplitude)
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{
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(void) freq;
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(void) amplitude;
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return NULL;
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}
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bool configureEnvelope(SoundHandle *handle, float rise, float hold, float decay)
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{
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(void) handle;
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(void) rise;
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(void) hold;
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(void) decay;
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return false;
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}
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bool configureOvershoot(SoundHandle *handle, float relativeOvershootTime)
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{
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(void) handle;
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(void) relativeOvershootTime;
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return false;
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}
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bool configureEnvelopeWait(SoundHandle *handle, float rise, float hold, float decay, float wait)
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{
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(void) handle;
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(void) rise;
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(void) hold;
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(void) decay;
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(void) wait;
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return false;
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}
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bool configureEnvelopeLooping(SoundHandle *handle, float rise, float hold, float decay, float wait)
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{
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(void) handle;
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(void) rise;
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(void) hold;
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(void) decay;
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(void) wait;
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return false;
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}
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float getRiseDuration(SoundHandle *handle)
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{
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(void) handle;
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return 0.0f;
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}
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float getHoldDuration(SoundHandle *handle)
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{
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(void) handle;
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return 0.0f;
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}
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float getDecayDuration(SoundHandle *handle)
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{
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(void) handle;
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return 0.0f;
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}
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float getWaitTime(SoundHandle *handle)
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{
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(void) handle;
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return 0.0f;
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}
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void configureWaitTime(SoundHandle *handle, float waitTime)
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{
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(void) handle;
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(void) waitTime;
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}
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void setLoopCount(SoundHandle *handle, int numRepetitions)
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{
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(void) handle;
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(void) numRepetitions;
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}
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bool stopSound(SoundHandle *handle)
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{
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(void) handle;
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return true;
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}
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void stopAllSounds(void)
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{
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}
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void teardownSound(void)
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{
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}
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bool startDumpingWav(const char *filename)
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{
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(void) filename;
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return false;
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}
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void stopDumpingWav(void)
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{
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}
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int numActiveSounds(void)
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{
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}
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void deleteSound(SoundHandle *handle)
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{
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(void) handle;
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}
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}
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@ -528,8 +528,8 @@ namespace game {
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case EventType::Explosion:
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{
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ExplosionEvent *ee = static_cast<ExplosionEvent*>(evt);
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std::cout<<"got explosion delete event, finally deleting explosion #"
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<< ee->object()->id << std::endl;
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//std::cout<<"got explosion delete event, finally deleting explosion #"
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// << ee->object()->id << std::endl;
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delete(ee->object());
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}
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@ -538,8 +538,8 @@ namespace game {
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case EventType::Missile:
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{
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auto *me = static_cast<MissileEvent*>(evt);
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std::cout<<"got missile delete event, finally deleting missile #"
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<< me->object()->id << std::endl;
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//std::cout<<"got missile delete event, finally deleting missile #"
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// << me->object()->id << std::endl;
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delete(me->object());
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}
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@ -3,13 +3,23 @@ import os
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import random
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import time
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import socket
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import sys
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delay = 0.1
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if len(sys.argv) <= 1:
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print("usage: ./prog $NUM_SHOOTS [$FLOAT_DELAY_BETWEEN_SHOTS]")
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exit(1)
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if len(sys.argv) > 2:
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delay = float(sys.argv[2])
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s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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s.connect(("192.168.0.191", 3490))
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for i in range(100):
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for i in range(int(sys.argv[1])):
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a = random.randint(0, 360)
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msg = str(a) + " \r\n"
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s.send(msg.encode())
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time.sleep(0.1)
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time.sleep(delay)
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