RythmGame/SimpleGame/fmodstudioapi20307linux/api/studio/examples/3d.cpp
2025-06-10 17:40:16 +02:00

163 lines
5.1 KiB
C++

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