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https://github.com/MihailRis/voxelcore.git
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Merge pull request #804 from MihailRis/fix-al-related-code
stabilise al effects-related code
This commit is contained in:
commit
246e0faa52
3 changed files with 79 additions and 74 deletions
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@ -47,6 +47,7 @@ static LPALDELETEEFFECTS alDeleteEffects = nullptr;
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static LPALISEFFECT alIsEffect = nullptr;
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static LPALISEFFECT alIsEffect = nullptr;
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static LPALEFFECTI alEffecti = nullptr;
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static LPALEFFECTI alEffecti = nullptr;
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static LPALEFFECTF alEffectf = nullptr;
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static LPALEFFECTF alEffectf = nullptr;
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static LPALGETEFFECTF alGetEffectf = nullptr;
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static LPALGENFILTERS alGenFilters = nullptr;
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static LPALGENFILTERS alGenFilters = nullptr;
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static LPALDELETEFILTERS alDeleteFilters = nullptr;
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static LPALDELETEFILTERS alDeleteFilters = nullptr;
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static LPALISFILTER alIsFilter = nullptr;
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static LPALISFILTER alIsFilter = nullptr;
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@ -562,6 +563,7 @@ static bool request_efx_ext_functions() {
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&& get_proc_address("alIsEffect", alIsEffect)
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&& get_proc_address("alIsEffect", alIsEffect)
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&& get_proc_address("alEffecti", alEffecti)
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&& get_proc_address("alEffecti", alEffecti)
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&& get_proc_address("alEffectf", alEffectf)
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&& get_proc_address("alEffectf", alEffectf)
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&& get_proc_address("alGetEffectf", alGetEffectf)
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&& get_proc_address("alGenFilters", alGenFilters)
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&& get_proc_address("alGenFilters", alGenFilters)
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&& get_proc_address("alDeleteFilters", alDeleteFilters)
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&& get_proc_address("alDeleteFilters", alDeleteFilters)
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&& get_proc_address("alIsFilter", alIsFilter)
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&& get_proc_address("alIsFilter", alIsFilter)
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@ -799,77 +801,73 @@ void ALAudio::setAcoustics(Acoustics acoustics) {
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, 0);
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, 0);
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return;
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return;
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}
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}
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auto setEffectValue = [](int effect, ALenum param, float value, float min, float max) {
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const float smoothFactor = 0.5f;
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value = glm::clamp(value, min, max);
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float prevValue = 0.0f;
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alGetEffectf(effect, param, &prevValue);
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AL_CHECK(alEffectf(
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effect,
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param,
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glm::clamp(
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prevValue * (1.0f - smoothFactor) + value * smoothFactor,
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min,
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max
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)
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));
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};
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int reverbEffect = effects[REVERB_EFFECT];
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int reverbEffect = effects[REVERB_EFFECT];
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AL_CHECK(alEffectf(
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setEffectValue(
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reverbEffect,
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reverbEffect,
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AL_REVERB_GAIN,
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AL_REVERB_GAIN,
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glm::clamp(glm::min(acoustics.reverbGain, 0.8f) *
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acoustics.reverbGain *
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(1.0f - glm::min(1.0f, acoustics.reverbAbsorption)),
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(1.0f - glm::min(1.0f, acoustics.reverbAbsorption)),
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AL_REVERB_MIN_GAIN,
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AL_REVERB_MIN_GAIN,
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AL_REVERB_MAX_GAIN)
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AL_REVERB_MAX_GAIN
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));
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);
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AL_CHECK(alEffectf(
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setEffectValue(
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reverbEffect,
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reverbEffect,
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AL_REVERB_REFLECTIONS_DELAY,
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AL_REVERB_REFLECTIONS_DELAY,
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glm::clamp(
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acoustics.reverbReflectionsDelay,
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acoustics.reverbReflectionsDelay,
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AL_REVERB_MIN_REFLECTIONS_DELAY,
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AL_REVERB_MIN_REFLECTIONS_DELAY,
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AL_REVERB_MAX_REFLECTIONS_DELAY
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AL_REVERB_MAX_REFLECTIONS_DELAY
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);
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)
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setEffectValue(
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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reverbEffect,
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AL_REVERB_LATE_REVERB_DELAY,
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AL_REVERB_LATE_REVERB_DELAY,
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glm::clamp(
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acoustics.reverbLateReflectionsDelay,
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acoustics.reverbLateReflectionsDelay,
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AL_REVERB_MIN_LATE_REVERB_DELAY,
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AL_REVERB_MIN_LATE_REVERB_DELAY,
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AL_REVERB_MAX_LATE_REVERB_DELAY
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AL_REVERB_MAX_LATE_REVERB_DELAY
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);
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)
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setEffectValue(
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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reverbEffect,
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AL_REVERB_DECAY_TIME,
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AL_REVERB_DECAY_TIME,
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glm::clamp(
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acoustics.reverbDecayTime,
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acoustics.reverbDecayTime,
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AL_REVERB_MIN_DECAY_TIME,
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AL_REVERB_MIN_DECAY_TIME,
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AL_REVERB_MAX_DECAY_TIME
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AL_REVERB_MAX_DECAY_TIME
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);
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)
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setEffectValue(
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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reverbEffect,
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AL_REVERB_ROOM_ROLLOFF_FACTOR,
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AL_REVERB_ROOM_ROLLOFF_FACTOR,
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glm::clamp(
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acoustics.reverbRoomRolloff,
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acoustics.reverbRoomRolloff,
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AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR,
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AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR,
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AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR
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AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR
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);
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)
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setEffectValue(
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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reverbEffect,
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AL_REVERB_REFLECTIONS_GAIN,
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AL_REVERB_REFLECTIONS_GAIN,
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glm::clamp(
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glm::pow(acoustics.reverbGain, 2.0f),
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glm::pow(acoustics.reverbGain, 2.0f),
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AL_REVERB_MIN_REFLECTIONS_GAIN,
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AL_REVERB_MIN_REFLECTIONS_GAIN,
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AL_REVERB_MAX_REFLECTIONS_GAIN
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AL_REVERB_MAX_REFLECTIONS_GAIN
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);
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)
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setEffectValue(
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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reverbEffect,
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AL_REVERB_LATE_REVERB_GAIN,
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AL_REVERB_LATE_REVERB_GAIN,
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glm::clamp(
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glm::pow(acoustics.reverbGain, 2.0f),
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glm::pow(acoustics.reverbGain, 2.0f),
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AL_REVERB_MIN_LATE_REVERB_GAIN,
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AL_REVERB_MIN_LATE_REVERB_GAIN,
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AL_REVERB_MAX_LATE_REVERB_GAIN
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AL_REVERB_MAX_LATE_REVERB_GAIN
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);
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)
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));
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AL_CHECK(alEffectf(
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reverbEffect,
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AL_REVERB_DECAY_HFRATIO,
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glm::clamp(
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1.0f - acoustics.reverbAbsorption,
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AL_REVERB_MIN_DECAY_HFRATIO,
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AL_REVERB_MAX_DECAY_HFRATIO
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)
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));
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, reverbEffect);
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, reverbEffect);
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}
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}
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@ -1,29 +1,30 @@
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#include "Decorator.hpp"
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#include "Decorator.hpp"
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#include "ParticlesRenderer.hpp"
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#include "WorldRenderer.hpp"
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#include "TextsRenderer.hpp"
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#include "TextNote.hpp"
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#include "assets/Assets.hpp"
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#include "assets/assets_util.hpp"
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#include "assets/assets_util.hpp"
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#include "assets/Assets.hpp"
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#include "audio/audio.hpp"
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#include "content/Content.hpp"
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#include "content/Content.hpp"
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#include "voxels/Chunks.hpp"
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#include "debug/Logger.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Block.hpp"
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#include "world/Level.hpp"
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#include "window/Camera.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Entity.hpp"
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#include "logic/LevelController.hpp"
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#include "util/stringutil.hpp"
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#include "engine/Engine.hpp"
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#include "engine/Engine.hpp"
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#include "engine/EnginePaths.hpp"
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#include "engine/EnginePaths.hpp"
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#include "io/io.hpp"
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#include "io/io.hpp"
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#include "audio/audio.hpp"
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#include "logic/LevelController.hpp"
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#include "maths/util.hpp"
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#include "maths/util.hpp"
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#include "debug/Logger.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Entity.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "ParticlesRenderer.hpp"
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#include "settings.hpp"
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#include "TextNote.hpp"
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#include "TextsRenderer.hpp"
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#include "util/stringutil.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "window/Camera.hpp"
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#include "world/Level.hpp"
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#include "WorldRenderer.hpp"
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namespace fs = std::filesystem;
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namespace fs = std::filesystem;
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@ -48,6 +49,7 @@ Decorator::Decorator(
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)
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)
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: level(*controller.getLevel()),
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: level(*controller.getLevel()),
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assets(assets),
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assets(assets),
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settings(engine.getSettings()),
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player(player),
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player(player),
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renderer(renderer) {
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renderer(renderer) {
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controller.getBlocksController()->listenBlockInteraction(
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controller.getBlocksController()->listenBlockInteraction(
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@ -90,6 +92,9 @@ void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
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}
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}
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void Decorator::updateAcoustics(const Camera& camera) {
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void Decorator::updateAcoustics(const Camera& camera) {
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if (!settings.audio.acousticEffects.get()) {
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return;
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}
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audio::Acoustics acoustics {};
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audio::Acoustics acoustics {};
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util::PseudoRandom random(34621U);
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util::PseudoRandom random(34621U);
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@ -20,10 +20,12 @@ class LevelController;
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class WorldRenderer;
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class WorldRenderer;
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struct Weather;
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struct Weather;
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struct WeatherPreset;
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struct WeatherPreset;
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struct EngineSettings;
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class Decorator {
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class Decorator {
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const Level& level;
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const Level& level;
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const Assets& assets;
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const Assets& assets;
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const EngineSettings& settings;
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Player& player;
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Player& player;
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WorldRenderer& renderer;
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WorldRenderer& renderer;
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std::unordered_map<glm::ivec3, uint64_t> blockEmitters;
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std::unordered_map<glm::ivec3, uint64_t> blockEmitters;
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