Simulant has a full-featured audio system that makes it easy to load and play sound effects and streams.
Sounds are an
Materials, and so can be loaded using an asset manager, probably using
Supported sound formats are .wav and .ogg.
Sounds are played through
StageNodes are a sound
Source, as is the
Window itself. You can play a sounds
by using the
play_sound(id, repeat) method on the
Source. In the case of the
id must be the ID of a sound
loaded by the
shared_assets manager, in the case of
StageNodes the sound must be either in the associated
Stage asset manager
Playing a sound from a
StageNode will use positional audio to make it seem like the sound is coming from the location of the node. Sounds played
Window will not have any positional effect - this makes the
Window perfect for playing a level soundtrack for example.
repeat argument of
play_sound can be one of the following:
AUDIO_REPEAT_NONE- The sound will stop playing when it finishes
AUDIO_REPEAT_FOREVER- The sound will loop forever until manually stopped
The volume of a playing sound can be controlled on a per-Source basis using
Source::set_gain(gain) where gain is clamped between 0 and 1. By default
all sounds are played at maximum gain.
Simulant applications have a global audio listener which is stored on the
Window. The audio listener represents the position and orientation of where sounds are heard.
By default, the audio listener is set to the
Camera used in the first active pipeline in the compositor. If there are no active pipelines, there is no listener.
You will likely need to manually set the audio listener, particularly if you have more than one pipeline. You can do this with the
Window::set_audio_listener(node) method. If the
audio listener node is destroyed, then audio listener behaviour will revert back to default.
Sometimes you will have a situation where you need to play a sound from the position of a
StageNode, but the node itself is due to be destroyed. For example,
an explosion sound effect might outlive the
ParticleSystem that represents the explosion - so how can you play the full sound?
There are a few options, here are a couple.
One option is to hide the node, but destroy it later:
node->set_visible(false); node->play_sound(explosion); node->destroy_after(Seconds(5));
Alternatively, you could specifically create a node to play the sound effect:
auto sound_node = node->stage->new_actor(); sound_node->move_to(node->absolute_position()); sound_node->play_sound(explosion); sound_node->destroy_after(Seconds(5));