SFML/DSFML/samples/dsfml/sound3d/sound3d.d

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module sound3d;
import dsfml.system.all;
import dsfml.window.all;
import dsfml.graphics.all;
import dsfml.audio.all;
void main()
{
//We create our window with a limit of 100 and a white backcolor.
RenderWindow app = new RenderWindow (VideoMode(800, 600, 32), "Sound Spatialization Sample");
app.useVerticalSync(true);
Font f = new Font("Data/cheeseburger.ttf", 34);
//Some instructions
String s = new String("Click anywhere on screen to change listener position.\nPress + or - to modify the speed of the car."c, f);
s.setPosition(20, 30);
s.setColor(Color.BLACK);
//We prepare our images and the sound
char[][2] images = ["Data/bluerallyecarleft.bmp", "Data/bluerallyecarright.bmp"];
Car c = new Car(images, "Data/car_idle.wav");
int carSpeed = 100;
//Set default position for the car and the listener
c.setPosition(Vector2f(0, 300));
SoundListener.setPosition(Vector2f(400, 300));
c.startPlaying();
//Start the main loop
while (app.isOpened())
{
app.clear(Color.WHITE);
Event evt;
//The event loop
while (app.getEvent(evt))
{
// if the window is closed, we can leave the game loop
if (evt.Type == Event.EventType.CLOSED)
app.close();
// we handle the click event to change listener position
else if (evt.Type == Event.EventType.MOUSEBUTTONPRESSED && evt.MouseButton.Button == MouseButtons.LEFT)
{
Input i = app.getInput();
SoundListener.setPosition(Vector2f(i.getMouseX(), i.getMouseY()));
}
// and eventual keys press
else if (evt.Type == Event.EventType.KEYPRESSED)
{
//Change the car speed
if (evt.Key.Code == KeyCode.ADD)
{
carSpeed += 25;
}
else if (evt.Key.Code == KeyCode.SUBTRACT)
{
carSpeed -= 25;
}
}
}
//We move constantly our car.
c.move(Vector2f(app.getFrameTime() * carSpeed, 0));
//Draw all the sprite and string on render window
app.draw(s);
app.draw(c.getSprite());
app.draw(SoundListener.getSprite());
//And finally display the window
app.display();
}
}
// Encapsulate the listener position and the visor sprite.
// There is only one listener so all the methods are statics.
class SoundListener
{
static Sprite s_crosshair;
static Vector2f s_p;
static this()
{
Image crosshairImg = new Image("Data/crosshair.tga");
crosshairImg.createMaskFromColor(Color.WHITE);
s_crosshair = new Sprite(crosshairImg);
s_crosshair.setCenter(Vector2f(s_crosshair.getSize().x / 2, s_crosshair.getSize().y / 2));
//Listener.setTarget(1.f, 0.f, 0.f);
}
// Adjust position of the listener
static void setPosition(Vector2f p)
{
Listener.setPosition(p.x, p.y, 5.f);
s_crosshair.setPosition(p);
}
static Sprite getSprite()
{
return s_crosshair;
}
}
// Class encapsulating all data for our car
class Car
{
Vector2f m_actual;
Sprite m_sprite;
Sound m_sound;
bool reverse;
Image[2] imgs;
//Constructor with with a fixed size string array of image path, and a string for the sound path
this (char[][2] images, char[] soundFilename)
{
//load images and create filter
imgs[0] = new Image(images[0]); imgs[1] = new Image(images[1]);
foreach(img; imgs)
img.createMaskFromColor(Color(97, 68, 43));
m_sprite = new Sprite(imgs[0]);
m_sprite.setCenter(Vector2f(m_sprite.getSize().x / 2, m_sprite.getSize().y / 2));
SoundBuffer buff = new SoundBuffer(soundFilename);
//load our sound with loop enabled
m_sound = new Sound(buff, true);
m_sound.setAttenuation(.05f);
}
// Begin the sound play
void startPlaying()
{
m_sound.play();
}
// Set the position of the car on the window
// Used to setup the begin car window and sound location
void setPosition(Vector2f p)
{
m_sprite.setPosition(p);
m_sound.setPosition(p.x, 0, p.y);
}
//Move the car (visual and sound position)
//If the car leave the screen, we change the sprite image and reverse moving
void move(Vector2f vec)
{
// if the car is beyond the right screen limit
if (!reverse && m_sprite.getPosition().x > 850)
{
m_sprite.setImage(imgs[1]);
reverse = true;
}
// same as above but for left limit
else if (reverse && vec.x + m_sprite.getPosition().x < -50)
{
m_sprite.setImage(imgs[0]);
reverse = false;
}
if (reverse)
vec = -vec;
m_sprite.move(vec);
Vector2f pos = m_sprite.getPosition();
m_sound.setPosition(pos.x , pos.y, 0);
}
Sprite getSprite()
{
return m_sprite;
}
}