172 lines
5.6 KiB
ActionScript
172 lines
5.6 KiB
ActionScript
// Sound effects example
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// This sample demonstrates:
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// - Playing sound effects and music
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// - Controlling sound and music master volume
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#include "Scripts/Utilities/Sample.as"
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Array<String> soundNames = {
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"Fist",
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"Explosion",
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"Power-up"
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};
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Array<String> soundResourceNames = {
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"Sounds/PlayerFistHit.wav",
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"Sounds/BigExplosion.wav",
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"Sounds/Powerup.wav"
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};
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SoundSource@ musicSource;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
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scene_ = Scene();
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// Create music sound source
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@musicSource = scene_.CreateComponent("SoundSource");
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// Set the sound type to music so that master volume control works correctly
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musicSource.soundType = SOUND_MUSIC;
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// Enable OS cursor
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input.mouseVisible = true;
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// Create the user interface
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CreateUI();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_FREE);
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}
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void CreateUI()
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{
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XMLFile@ uiStyle = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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// Set style to the UI root so that elements will inherit it
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ui.root.defaultStyle = uiStyle;
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// Create buttons for playing back sounds
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for (uint i = 0; i < soundNames.length; ++i)
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{
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Button@ button = CreateButton(i * 140 + 20, 20, 120, 40, soundNames[i]);
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// Store the sound effect resource name as a custom variable into the button
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button.vars["SoundResource"] = soundResourceNames[i];
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SubscribeToEvent(button, "Pressed", "HandlePlaySound");
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}
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// Create buttons for playing/stopping music
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Button@ button = CreateButton(20, 80, 120, 40, "Play Music");
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SubscribeToEvent(button, "Released", "HandlePlayMusic");
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button = CreateButton(160, 80, 120, 40, "Stop Music");
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SubscribeToEvent(button, "Released", "HandleStopMusic");
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// Create sliders for controlling sound and music master volume
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Slider@ slider = CreateSlider(20, 140, 200, 20, "Sound Volume");
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slider.value = audio.masterGain[SOUND_EFFECT];
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SubscribeToEvent(slider, "SliderChanged", "HandleSoundVolume");
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slider = CreateSlider(20, 200, 200, 20, "Music Volume");
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slider.value = audio.masterGain[SOUND_MUSIC];
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SubscribeToEvent(slider, "SliderChanged", "HandleMusicVolume");
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}
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Button@ CreateButton(int x, int y, int xSize, int ySize, const String&in text)
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{
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Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
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// Create the button and center the text onto it
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Button@ button = ui.root.CreateChild("Button");
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button.SetStyleAuto();
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button.SetPosition(x, y);
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button.SetSize(xSize, ySize);
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Text@ buttonText = button.CreateChild("Text");
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buttonText.SetAlignment(HA_CENTER, VA_CENTER);
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buttonText.SetFont(font, 12);
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buttonText.text = text;
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return button;
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}
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Slider@ CreateSlider(int x, int y, int xSize, int ySize, const String& text)
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{
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Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
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// Create text and slider below it
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Text@ sliderText = ui.root.CreateChild("Text");
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sliderText.SetPosition(x, y);
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sliderText.SetFont(font, 12);
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sliderText.text = text;
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Slider@ slider = ui.root.CreateChild("Slider");
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slider.SetStyleAuto();
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slider.SetPosition(x, y + 20);
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slider.SetSize(xSize, ySize);
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// Use 0-1 range for controlling sound/music master volume
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slider.range = 1.0f;
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return slider;
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}
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void HandlePlaySound(StringHash eventType, VariantMap& eventData)
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{
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Button@ button = GetEventSender();
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String soundResourceName = button.vars["SoundResource"].GetString();
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// Get the sound resource
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Sound@ sound = cache.GetResource("Sound", soundResourceName);
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if (sound !is null)
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{
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// Create a SoundSource component for playing the sound. The SoundSource component plays
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// non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
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// SoundSource3D component would be used instead
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SoundSource@ soundSource = scene_.CreateComponent("SoundSource");
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soundSource.autoRemoveMode = REMOVE_COMPONENT;
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soundSource.Play(sound);
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// In case we also play music, set the sound volume below maximum so that we don't clip the output
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soundSource.gain = 0.7f;
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}
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}
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void HandlePlayMusic(StringHash eventType, VariantMap& eventData)
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{
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Sound@ music = cache.GetResource("Sound", "Music/Ninja Gods.ogg");
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// Set the song to loop
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music.looped = true;
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musicSource.Play(music);
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}
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void HandleStopMusic(StringHash eventType, VariantMap& eventData)
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{
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musicSource.Stop();
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}
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void HandleSoundVolume(StringHash eventType, VariantMap& eventData)
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{
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float newVolume = eventData["Value"].GetFloat();
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audio.masterGain[SOUND_EFFECT] = newVolume;
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}
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void HandleMusicVolume(StringHash eventType, VariantMap& eventData)
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{
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float newVolume = eventData["Value"].GetFloat();
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audio.masterGain[SOUND_MUSIC] = newVolume;
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">" +
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" <attribute name=\"Is Visible\" value=\"false\" />" +
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" </add>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
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" <attribute name=\"Is Visible\" value=\"false\" />" +
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" </add>" +
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"</patch>";
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