class GameSound
| 28 | |
| 29 | // class GameSound |
| 30 | GameSound::GameSound(const std::string& filename, bool spatialSound): |
| 31 | mSound(nullptr), |
| 32 | mSoundBuffer(nullptr) |
| 33 | { |
| 34 | // Loads the buffer |
| 35 | mSoundBuffer = new sf::SoundBuffer(); |
| 36 | if (mSoundBuffer->loadFromFile(filename) == false) |
| 37 | { |
| 38 | delete mSoundBuffer; |
| 39 | mSoundBuffer = nullptr; |
| 40 | return; |
| 41 | } |
| 42 | |
| 43 | mFilename = filename; |
| 44 | |
| 45 | mSound = new sf::Sound(); |
| 46 | // Loads the main sound object |
| 47 | mSound->setBuffer(*mSoundBuffer); |
| 48 | |
| 49 | mSound->setLoop(false); |
| 50 | |
| 51 | // Sets a correct attenuation value if the sound is spatial |
| 52 | if (spatialSound == true) |
| 53 | { |
| 54 | // Set convenient spatial fading unit. |
| 55 | mSound->setVolume(100.0f); |
| 56 | mSound->setAttenuation(3.0f); |
| 57 | mSound->setMinDistance(3.0f); |
| 58 | } |
| 59 | else // Disable attenuation for sounds that must heard the same way everywhere |
| 60 | { |
| 61 | // Prevents the sound from being too loud |
| 62 | mSound->setRelativeToListener(true); |
| 63 | mSound->setVolume(30.0f); |
| 64 | mSound->setAttenuation(0.0f); |
| 65 | } |
| 66 | } |
| 67 | |
| 68 | GameSound::~GameSound() |
| 69 | { |
nothing calls this directly
no test coverage detected