sound now works
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@@ -1,25 +1,155 @@
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#include "iaudio.h"
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#include "tier0/lib.h"
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#include "tier1/utlvector.h"
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#include "tier1/utlstring.h"
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#define MINIAUDIO_IMPLEMENTATION
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#include "miniaudio.h"
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class CAudioPlayer
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class CMiniAudio;
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class CMiniAudioManager;
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class CMiniAudioPlayer: public IAudioPlayer
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{
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public:
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virtual void StartAt( double fTime ) = 0;
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virtual double GetPlayTime() = 0;
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virtual double Stop() = 0;
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virtual void Continue() = 0;
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virtual void StartAt( double fTime ) override;
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virtual double GetPlayTime() override;
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virtual double Stop() override;
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virtual void Continue() override;
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virtual void SetDirection( Vector v ) override;
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virtual void SetVolume( float fValue ) override;
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ma_sound m_sound;
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CMiniAudio *m_pAudio;
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bool m_bIsPlaying;
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};
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class CAudio
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class CMiniAudio: public IAudio
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{
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public:
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virtual IAudioPlayer *SpawnPlayer() = 0;
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virtual IAudioPlayer *SpawnPlayer() override;
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CMiniAudioManager *m_pManager;
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CUtlString m_szName;
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ma_sound m_sound;
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CUtlVector<CMiniAudioPlayer*> m_players;
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};
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class CAudioManager: public IAppSystem
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class CMiniAudioManager: public IAudioManager
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{
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public:
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virtual void CreateAudio( const char *szFile ) = 0;
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virtual void SetEarsPosition( Vector v ) = 0;
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virtual void SetEarsRotation( Quat q ) = 0;
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virtual void Init() override;
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virtual void Shutdown() override;
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virtual void Frame() override;
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virtual IAudio *CreateAudio( const char *szFile ) override;
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virtual void DestroyAudio( IAudio *pAudio ) override;
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ma_engine m_engine;
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CUtlVector<CMiniAudio*> m_audios;
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};
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void CMiniAudioPlayer::StartAt( double fTime )
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{
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ma_sound_seek_to_second(&m_sound, -fTime*1000);
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ma_sound_start(&m_sound);
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}
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double CMiniAudioPlayer::GetPlayTime()
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{
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return ma_sound_get_time_in_milliseconds(&m_sound)/1000.0;
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}
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double CMiniAudioPlayer::Stop()
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{
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ma_sound_stop(&m_sound);
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return GetPlayTime();
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}
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void CMiniAudioPlayer::Continue()
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{
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}
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void CMiniAudioPlayer::SetDirection( Vector v )
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{
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}
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void CMiniAudioPlayer::SetVolume( float fValue )
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{
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}
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IAudioPlayer *CMiniAudio::SpawnPlayer()
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{
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CMiniAudioPlayer *pPlayer;
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ma_result r;
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pPlayer = new CMiniAudioPlayer;
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r = ma_sound_init_from_file(&m_pManager->m_engine, m_szName, MA_SOUND_FLAG_DECODE | MA_SOUND_FLAG_WAIT_INIT, NULL, NULL, &pPlayer->m_sound);
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if (r != MA_SUCCESS)
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{
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delete pPlayer;
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return NULL;
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}
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m_players.AppendTail(pPlayer);
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return pPlayer;
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}
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void CMiniAudioManager::Init()
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{
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ma_device_config config;
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ma_result r;
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r = ma_engine_init(NULL, &m_engine);
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if ( r != MA_SUCCESS )
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{
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V_printf("ma_engine_init failed\n");
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}
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r = ma_engine_start(&m_engine);
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if ( r != MA_SUCCESS )
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{
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V_printf("ma_engine_start failed\n");
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}
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}
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void CMiniAudioManager::Shutdown()
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{
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}
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void CMiniAudioManager::Frame()
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{
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}
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IAudio *CMiniAudioManager::CreateAudio( const char *szFile )
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{
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ma_result r;
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CMiniAudio *pAudio;
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pAudio = new CMiniAudio;
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r = ma_sound_init_from_file(&m_engine, szFile, MA_SOUND_FLAG_DECODE | MA_SOUND_FLAG_ASYNC, NULL, NULL, &pAudio->m_sound);
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if (r != MA_SUCCESS)
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{
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delete pAudio;
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return NULL;
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}
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pAudio->m_pManager = this;
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pAudio->m_szName = szFile;
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m_audios.AppendTail(pAudio);
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return pAudio;
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}
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void CMiniAudioManager::DestroyAudio( IAudio *pAudio )
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{
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}
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EXPOSE_INTERFACE(CMiniAudioManager, IAudioManager, AUDIO_MANAGER_INTERFACE_VERSION);
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