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* OpenAL adjustments and improvements mk.1 Seperated SoundSystemAl from the sdl section and into platform/openal. Made PlatformDefinitions.hpp require a "USE_OPENAL" definition instead of "USE_SDL" definition for OpenAL Added SoundSystemAl.cpp and SoundSystemAL.hpp files to the actual solution file so it can be compiled properly. Made the SoundSystemAl use headers from thirdparty/OpenAL/include folder. Made the SoundSystemAl use #pragma comment(lib, "OpenAL32.lib") to include the library if needed without adding it to the linker input value in the solution file. Added thirdparty/OpenAL/libs/Win64/thirdparty/OpenAL/libs/Win32 to the additional libraries so that it can find the OpenAL32.lib library. * OpenAL adjustments and improvements mk.2 Removed specific USE_SDL preprocessor definitions related to OpenAL which were unhelpful/unneeded for multi-platform use. Made the OpenAl sound system inherit from the SoundSystem class and implement the functions properly without requiring a custom update function. Fixed an error that would happen when closing the game related to OpenAl closing the sound device. Removed unnecessary is_ui check in OpenAL sound system, UI sounds work just fine without it. Adjusted rolloff factor, not sure if this is just placebo but it felt a bit better? * Update sdl/CMakeLists.txt for new OpenAL stuff * CMakeLists name fix * Minor fixes for SDL compatibility * Added check for absolute zero position Made the OpenAL sound system consider any sound that is at absolute zero non-spatial Also removed unneeded ORIGINAL_CODE check in SoundSystem.hpp and SoundSystem.cpp * Fixed OpenAL popping strangeness OpenAL apparently makes weird popping noises when the gain of a sound is below 0, so I added a check to see if the distance is too far (for the new updated settings) I did some graphing and the previous settings for OpenAL were limiting the sound distance to 8 blocks (which was causing popping when sounds were between 8-16 blocks away as the gain was 0 or below) so I changed the rolloff factor to 1.0f to make sounds falloff at 16 blocks instead which seems reasonable/like the original intention. * Minor Fix to solution additional includes * Forgot an sdl compat change
37 lines
893 B
C++
37 lines
893 B
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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// Sound Systems
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#include "client/sound/SoundSystem.hpp"
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#if false
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// Add sound system overrides here
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#elif defined(USE_OPENAL)
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// -- OpenAL based sound system
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#include "openal/SoundSystemAL.hpp"
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#define SOUND_SYSTEM_TYPE SoundSystemAL
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#elif defined(_WIN32)
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// -- DirectSound based sound system for Windows
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#include "windows/SoundSystemWindows.hpp"
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#define SOUND_SYSTEM_TYPE SoundSystemWindows
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#else
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// -- Empty SoundSystem placeholder.
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#define SOUND_SYSTEM_TYPE SoundSystem
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#endif
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// @TODO: SoundSystemSL - Use this for the Android port
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