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.
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:
#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:
#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:
19.04.2024
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