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163
SimpleGame/fmodstudioapi20307linux/api/studio/examples/3d.cpp
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163
SimpleGame/fmodstudioapi20307linux/api/studio/examples/3d.cpp
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/*==============================================================================
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Event 3D Example
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Copyright (c), Firelight Technologies Pty, Ltd 2012-2025.
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This example demonstrates how to position events in 3D for spatialization.
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For information on using FMOD example code in your own programs, visit
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https://www.fmod.com/legal
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==============================================================================*/
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#include "fmod_studio.hpp"
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#include "fmod.hpp"
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#include "common.h"
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const int SCREEN_WIDTH = NUM_COLUMNS;
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const int SCREEN_HEIGHT = 16;
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int currentScreenPosition = -1;
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char screenBuffer[(SCREEN_WIDTH + 1) * SCREEN_HEIGHT + 1] = {0};
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void initializeScreenBuffer();
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void updateScreenPosition(const FMOD_VECTOR& worldPosition);
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int FMOD_Main()
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{
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void *extraDriverData = NULL;
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Common_Init(&extraDriverData);
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FMOD::Studio::System* system = NULL;
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ERRCHECK( FMOD::Studio::System::create(&system) );
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// The example Studio project is authored for 5.1 sound, so set up the system output mode to match
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FMOD::System* coreSystem = NULL;
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ERRCHECK( system->getCoreSystem(&coreSystem) );
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ERRCHECK( coreSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_5POINT1, 0) );
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ERRCHECK( system->initialize(1024, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData) );
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FMOD::Studio::Bank* masterBank = NULL;
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ERRCHECK( system->loadBankFile(Common_MediaPath("Master.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) );
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FMOD::Studio::Bank* stringsBank = NULL;
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ERRCHECK( system->loadBankFile(Common_MediaPath("Master.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) );
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FMOD::Studio::Bank* vehiclesBank = NULL;
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ERRCHECK( system->loadBankFile(Common_MediaPath("Vehicles.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &vehiclesBank) );
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FMOD::Studio::EventDescription* eventDescription = NULL;
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ERRCHECK( system->getEvent("event:/Vehicles/Ride-on Mower", &eventDescription) );
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FMOD::Studio::EventInstance* eventInstance = NULL;
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ERRCHECK( eventDescription->createInstance(&eventInstance) );
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ERRCHECK( eventInstance->setParameterByName("RPM", 650.0f) );
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ERRCHECK( eventInstance->start() );
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// Position the listener at the origin
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FMOD_3D_ATTRIBUTES attributes = { { 0 } };
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attributes.forward.z = 1.0f;
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attributes.up.y = 1.0f;
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ERRCHECK( system->setListenerAttributes(0, &attributes) );
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// Position the event 2 units in front of the listener
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attributes.position.z = 2.0f;
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ERRCHECK( eventInstance->set3DAttributes(&attributes) );
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initializeScreenBuffer();
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do
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{
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Common_Update();
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if (Common_BtnDown(BTN_LEFT))
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{
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attributes.position.x -= 1.0f;
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ERRCHECK( eventInstance->set3DAttributes(&attributes) );
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}
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if (Common_BtnDown(BTN_RIGHT))
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{
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attributes.position.x += 1.0f;
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ERRCHECK( eventInstance->set3DAttributes(&attributes) );
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}
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if (Common_BtnDown(BTN_UP))
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{
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attributes.position.z += 1.0f;
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ERRCHECK( eventInstance->set3DAttributes(&attributes) );
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}
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if (Common_BtnDown(BTN_DOWN))
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{
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attributes.position.z -= 1.0f;
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ERRCHECK( eventInstance->set3DAttributes(&attributes) );
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}
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ERRCHECK( system->update() );
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updateScreenPosition(attributes.position);
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Common_Draw("==================================================");
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Common_Draw("Event 3D Example.");
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Common_Draw("Copyright (c) Firelight Technologies 2012-2025.");
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Common_Draw("==================================================");
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Common_Draw(screenBuffer);
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Common_Draw("Use the arrow keys (%s, %s, %s, %s) to control the event position",
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Common_BtnStr(BTN_LEFT), Common_BtnStr(BTN_RIGHT), Common_BtnStr(BTN_UP), Common_BtnStr(BTN_DOWN));
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Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
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Common_Sleep(50);
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} while (!Common_BtnPress(BTN_QUIT));
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ERRCHECK( system->release() );
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Common_Close();
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return 0;
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}
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void initializeScreenBuffer()
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{
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memset(screenBuffer, ' ', sizeof(screenBuffer));
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int idx = SCREEN_WIDTH;
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for (int i = 0; i < SCREEN_HEIGHT; ++i)
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{
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screenBuffer[idx] = '\n';
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idx += SCREEN_WIDTH + 1;
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}
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screenBuffer[(SCREEN_WIDTH + 1) * SCREEN_HEIGHT] = '\0';
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}
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int getCharacterIndex(const FMOD_VECTOR& position)
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{
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int row = static_cast<int>(-position.z + (SCREEN_HEIGHT / 2));
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int col = static_cast<int>(position.x + (SCREEN_WIDTH / 2));
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if (0 < row && row < SCREEN_HEIGHT && 0 < col && col < SCREEN_WIDTH)
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{
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return (row * (SCREEN_WIDTH + 1)) + col;
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}
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return -1;
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}
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void updateScreenPosition(const FMOD_VECTOR& eventPosition)
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{
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if (currentScreenPosition != -1)
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{
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screenBuffer[currentScreenPosition] = ' ';
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currentScreenPosition = -1;
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}
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FMOD_VECTOR origin = {0};
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int idx = getCharacterIndex(origin);
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screenBuffer[idx] = '^';
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idx = getCharacterIndex(eventPosition);
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if (idx != -1)
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{
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screenBuffer[idx] = 'o';
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currentScreenPosition = idx;
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}
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}
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