This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Playing Sounds on Collisions

The example below demonstrates how to:

  • Create a new sound source.
  • Update settings of the existing sound source.
  • Implement a contact callback that plays a sound at a contact with a physical body.
Notice
The sound file used in the example can be found in the <UnigineSDK>/data/samples/sounds/sounds folder. You can also specify any other file, including .mp3.

AppWorldLogic.h:

Source code (C++)
#ifndef __APP_WORLD_LOGIC_H__
#define __APP_WORLD_LOGIC_H__

#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UniginePhysics.h>
#include <UnigineMesh.h>
#include <UnigineSounds.h>
#include <UnigineObjects.h>
#include <UnigineEditor.h>

class AppWorldLogic : public Unigine::WorldLogic {

public:
	AppWorldLogic();
	virtual ~AppWorldLogic();

	virtual int init();

	virtual int update();
	virtual int postUpdate();
	virtual int updatePhysics();

	virtual int shutdown();

	virtual int save(const Unigine::StreamPtr &stream);
	virtual int restore(const Unigine::StreamPtr &stream);

private:

	// callbacks
	struct ContactArguments
	{
		Unigine::BodyPtr body;
		int num;

		ContactArguments(const Unigine::BodyPtr &body, int num)
		{
			this->body = body;
			this->num = num;
		}
	};

	Unigine::Vector<ContactArguments> contact_events;
	Unigine::Vector<Unigine::SoundSourcePtr> sounds;
	void contact_handler(const Unigine::BodyPtr &body, int num);
	void contact_event_handler(const Unigine::BodyPtr &body, int num);
	void create_box(Unigine::Math::Vec3 position);
};

#endif // __APP_WORLD_LOGIC_H__

AppWorldLogic.cpp:

Source code (C++)
#include "AppWorldLogic.h"
// World logic, it takes effect only when the world is loaded.
// These methods are called right after corresponding world script's (UnigineScript) methods.

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic() {

}

AppWorldLogic::~AppWorldLogic() {

}

// a function to be executed when a contact with a given body emerges
void AppWorldLogic::contact_handler(const BodyPtr &body, int num)
{
	ContactArguments ca = ContactArguments(body, num);
	contact_events.append(ca);
}

void AppWorldLogic::contact_event_handler(const BodyPtr &body, int num)
{

	if (num >= body->getNumContacts())
		return;

	// get coordinates of the contact point
	Vec3 position = body->getContactPoint(num);
	// get the relative impulse in the contact point
	float impulse = body->getContactImpulse(num);
	// calculate volume of the sound played for the contact
	float volume = impulse * 0.5f - 1.0f;

	// a flag indicating that no sounds have played yet
	bool need_sound = true;

	for (int i = 0; i < sounds.size(); i++)
	{
		if (!sounds[i]->isPlaying())
		{
			need_sound = false;

			// reuse the existing sound source
			sounds[i]->setEnabled(1);
			sounds[i]->setGain(saturate(volume));
			sounds[i]->setWorldTransform(translate(position));
			Sound::renderWorld(1);
			sounds[i]->play();
			break;
		}
	}
	if (need_sound)
	{
		// create a new sound source
		SoundSourcePtr s = SoundSource::create("static_impact_00.wav");
		// specify necessary settings for the sound source
		s->setOcclusion(0);
		s->setMinDistance(10.0f);
		s->setMaxDistance(100.0f);
		s->setGain(saturate(volume));
		s->setWorldTransform(translate(position));
		// play the sound source
		s->play();

		// append the sound to the vector of the playing sounds
		sounds.append(s);
	}
}

// method creating a box mesh with a physical body
void AppWorldLogic::create_box(Vec3 position)
{

	ObjectMeshStaticPtr object_mesh = ObjectMeshStatic::create("core/meshes/box.mesh");
	object_mesh->setWorldTransform(translate(position));
	object_mesh->setCollision(1, 0);

	BodyRigidPtr body = BodyRigid::create(object_mesh);
	ShapeBox::create(body, vec3(1.0f));
	// subscribe for a contact enter event (when a contact with the box occurs)
	body->getEventContactEnter().connect(this, &AppWorldLogic::contact_handler);

}

int AppWorldLogic::init() {

	// create box meshes
	for (int i = -5; i <= 5; i++) {
		AppWorldLogic::create_box(Vec3(0.0f, i * 2.0f, 8.0f + i * 1.0f));
	}
	// create another box mesh
	AppWorldLogic::create_box(Vec3(5.0f, 10.0f, 50.0f));

	sounds.clear();
	contact_events.clear();

	return 1;
}

int AppWorldLogic::update() {

	if (contact_events.size() > 0)
	{
		for (int i = 0; i > contact_events.size(); i++)
		{
			contact_event_handler(contact_events[i].body, contact_events[i].num);
		}
		contact_events.clear();
	}

	return 1;
}

int AppWorldLogic::postUpdate() {

	return 1;
}

int AppWorldLogic::updatePhysics() {

	return 1;
}

int AppWorldLogic::shutdown() {

	for (int i = 0; i < sounds.size(); i++)
		sounds[i].clear();
	sounds.clear();

	return 1;
}

int AppWorldLogic::save(const Unigine::StreamPtr &stream) {

	UNIGINE_UNUSED(stream);
	return 1;
}

int AppWorldLogic::restore(const Unigine::StreamPtr &stream) {

	UNIGINE_UNUSED(stream);
	return 1;
}
Last update: 2024-03-29
Build: ()