This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Controlling Sound Sources Globally

In this example, you will learn how to stop and start the playback of all sounds on a specific channel.

Creating Sounds#

In order to control sounds in the scene, we should have them. Let's review how to add sounds.

The Sound Source object can be created in UnigineEditor as a node (let's assume we did this way in our example), while Ambient Source doesn't have any specific location and is created via code only.

In the init() method, we create the ambient source and configure it as required.

Source code (C++)
int AppWorldLogic::init()
{
	AmbientSourcePtr ambient_0 = AmbientSource::create("sound0.mp3");
	ambient_0->setSourceMask(1);
	ambient_0->setLoop(1);
	ambient_0->play();

	return 1;
}

Having all these sources at hand, we can fine-tune their behavior.

Getting Sounds#

Now we need to get sounds to control them. We'll get Sound Sources by using the method World::getNodesByType() and add them to the vector storing all sound source nodes:

Source code (C++)
void getAllSoundSources(Vector<SoundSourcePtr> &out_sounds)
{
	Vector<NodePtr> nodes;
	World::getNodesByType(Node::SOUND_SOURCE, nodes);

	out_sounds.clear();
	for (auto &n : nodes)
		out_sounds.append(checked_ptr_cast<SoundSource>(n));
}

We'll also declare a vector storing all ambient sounds:

Source code (C++)
private:
	Unigine::Vector<Unigine::AmbientSourcePtr> ambient_sounds;

And add one more sound setting in the init() method that will add the ambient sound to the vector:

Source code (C++)
ambient_sounds.append(ambient_0);

Controlling the Playback#

We can control the playback via the SoundSource and the AmbientSource class methods play(), stop(), and setTime(). The general approach is to get all sound sources with the mask of the required channel enabled and then pause them using stop(). This method doesn't reset the playback time, therefore the play() method will resume the sound playback from the moment it has been paused.

First, we create a method that plays sounds that have the corresponding sound channel enabled.

Source code (C++)
void playSourceChannel(int number, const Vector<SoundSourcePtr> &sounds)
{
	for (auto &s : sounds)
	{
		if (s->getSourceMask() & (1 << number))
			s->play();
	}
}

Then we create a method that will play both Sound Sources and Ambient Sources on the specified channel at the same time:

Source code (C++)
void playSourceChannel(int number, const Vector<SoundSourcePtr> &sources, const Vector<AmbientSourcePtr> &ambients)
{
	playSourceChannel(number, sources);

	for (auto &a : ambients)
	{
		if (a->getSourceMask() & (1 << number))
			a->play();
	}
}

Stopping the sound playback uses the same approach.

Notice
If a sound source plays on several channels, disabling it means that it will be disabled on all channels.
Source code (C++)
void stopSourceChannel(int number, const Vector<SoundSourcePtr> &sounds)
{
	for (auto &s : sounds)
	{
		if (s->getSourceMask() & (1 << number))
			s->stop();
	}
}

void stopSourceChannel(int number, const Vector<SoundSourcePtr> &sources, const Vector<AmbientSourcePtr> &ambients)
{
	stopSourceChannel(number, sources);

	for (auto &a : ambients)
	{
		if (a->getSourceMask() & (1 << number))
			a->stop();
	}
}

The only thing left is to bind methods and buttons:

Source code (C++)
int AppWorldLogic::update()
{
	if (Input::isKeyDown(Input::KEY_P))
	{
		Vector<SoundSourcePtr> sources;
		getAllSoundSources(sources);
		playSourceChannel(0, sources, ambient_sounds);
	}

	if (Input::isKeyDown(Input::KEY_S))
	{
		Vector<SoundSourcePtr> sources;
		getAllSoundSources(sources);
		stopSourceChannel(0, sources, ambient_sounds);
	}

	return 1;
}

Code Sample#

Here's a complete code:

Source code (C++)
#include <UnigineLogic.h>
#include <UnigineVector.h>
#include <UnigineSounds.h>

class AppWorldLogic : public Unigine::WorldLogic
{

public:
	AppWorldLogic() {}
	virtual ~AppWorldLogic() {}

	int init() override;
	int update() override;

private:
	Unigine::Vector<Unigine::AmbientSourcePtr> ambient_sounds;
};
Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineWorld.h>
#include <UnigineInput.h>

using namespace Unigine;

void getAllSoundSources(Vector<SoundSourcePtr> &out_sounds)
{
	Vector<NodePtr> nodes;
	World::getNodesByType(Node::SOUND_SOURCE, nodes);

	out_sounds.clear();
	for (auto &n : nodes)
		out_sounds.append(checked_ptr_cast<SoundSource>(n));
}

void playSourceChannel(int number, const Vector<SoundSourcePtr> &sounds)
{
	for (auto &s : sounds)
	{
		if (s->getSourceMask() & (1 << number))
			s->play();
	}
}

void playSourceChannel(int number, const Vector<SoundSourcePtr> &sources, const Vector<AmbientSourcePtr> &ambients)
{
	playSourceChannel(number, sources);

	for (auto &a : ambients)
	{
		if (a->getSourceMask() & (1 << number))
			a->play();
	}
}

void stopSourceChannel(int number, const Vector<SoundSourcePtr> &sounds)
{
	for (auto &s : sounds)
	{
		if (s->getSourceMask() & (1 << number))
			s->stop();
	}
}

void stopSourceChannel(int number, const Vector<SoundSourcePtr> &sources, const Vector<AmbientSourcePtr> &ambients)
{
	stopSourceChannel(number, sources);

	for (auto &a : ambients)
	{
		if (a->getSourceMask() & (1 << number))
			a->stop();
	}
}

int AppWorldLogic::init()
{
	AmbientSourcePtr ambient_0 = AmbientSource::create("sound0.mp3");
	ambient_0->setSourceMask(1);
	ambient_0->setLoop(1);
	ambient_0->play();
	ambient_sounds.append(ambient_0);

	AmbientSourcePtr ambient_1 = AmbientSource::create("sound1.mp3");
	ambient_1->setSourceMask(1);
	ambient_1->setLoop(1);
	ambient_1->play();
	ambient_sounds.append(ambient_1);

	return 1;
}

int AppWorldLogic::update()
{
	if (Input::isKeyDown(Input::KEY_P))
	{
		Vector<SoundSourcePtr> sources;
		getAllSoundSources(sources);
		playSourceChannel(0, sources, ambient_sounds);
	}

	if (Input::isKeyDown(Input::KEY_S))
	{
		Vector<SoundSourcePtr> sources;
		getAllSoundSources(sources);
		stopSourceChannel(0, sources, ambient_sounds);
	}

	return 1;
}
Last update: 2023-05-25
Build: ()