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AudioManager.cpp
Go to the documentation of this file.
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#include "audio/AudioManager.h"
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#define MINIAUDIO_IMPLEMENTATION
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#include <miniaudio.h>
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namespace
mnd
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{
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AudioManager::AudioManager
()
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{
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m_engine = std::make_unique<ma_engine>();
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}
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AudioManager::~AudioManager
()
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{
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if
(m_engine)
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{
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ma_engine_uninit(m_engine.get());
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}
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}
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bool
AudioManager::Init
()
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{
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auto
result = ma_engine_init(
nullptr
, m_engine.get());
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return
result == MA_SUCCESS;
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}
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ma_engine *
AudioManager::GetEngine
()
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{
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return
m_engine.get();
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}
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void
AudioManager::SetListenerPosition
(
const
glm::vec3 &pos)
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{
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if
(m_engine)
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{
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ma_engine_listener_set_position(m_engine.get(), 0, pos.x, pos.y, pos.z);
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}
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}
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}
// namespace mnd
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mnd::AudioManager::~AudioManager
~AudioManager()
Definition
AudioManager.cpp:12
mnd::AudioManager::Init
bool Init()
Initialise the underlying miniaudio engine.
Definition
AudioManager.cpp:20
mnd::AudioManager::SetListenerPosition
void SetListenerPosition(const vec3 &pos)
Move the 3D listener; affects panning/attenuation of every clip.
Definition
AudioManager.cpp:31
mnd::AudioManager::AudioManager
AudioManager()
Definition
AudioManager.cpp:7
mnd::AudioManager::GetEngine
ma_engine * GetEngine()
Underlying miniaudio engine handle (passed to clip Play()).
Definition
AudioManager.cpp:26
mnd
Definition
IdleClip.cpp:13
engine
source
audio
AudioManager.cpp
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