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https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
feat(audio): implement reverb effect and integrate into underwater system
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19
include/Cubed/audio/audio_effect.hpp
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19
include/Cubed/audio/audio_effect.hpp
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@@ -0,0 +1,19 @@
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#pragma once
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#include <AL/al.h>
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namespace Cubed {
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class AudioEffect {
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public:
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AudioEffect();
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AudioEffect(const AudioEffect&) = delete;
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AudioEffect(AudioEffect&&) = delete;
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AudioEffect& operator=(const AudioEffect&) = default;
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AudioEffect& operator=(AudioEffect&&) = delete;
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~AudioEffect();
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void set_reverb(float decay_time, float reverb_gain, float gain_hf,
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float density = 1.0f, float diffusion = 1.0f);
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ALuint effect() const;
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private:
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ALuint m_effect = 0;
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};
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} // namespace Cubed
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18
include/Cubed/audio/audio_effect_slot.hpp
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18
include/Cubed/audio/audio_effect_slot.hpp
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@@ -0,0 +1,18 @@
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#pragma once
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#include "Cubed/audio/audio_effect.hpp"
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namespace Cubed {
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class AudioEffectSlot {
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public:
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AudioEffectSlot();
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AudioEffectSlot(const AudioEffectSlot&) = delete;
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AudioEffectSlot(AudioEffectSlot&&) = delete;
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AudioEffectSlot& operator=(const AudioEffectSlot&) = delete;
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AudioEffectSlot& operator=(AudioEffectSlot&&) = delete;
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~AudioEffectSlot();
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void set_effect(const AudioEffect& effect);
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ALuint slot() const;
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private:
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ALuint m_slot = 0;
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};
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} // namespace Cubed
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@@ -54,5 +54,7 @@ private:
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float m_music_volume = 1.0f;
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float m_sfx_volume = 1.0f;
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std::unique_ptr<AudioFilter> m_low_pass_filter;
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std::unique_ptr<AudioEffect> m_underwater_effect;
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std::unique_ptr<AudioEffectSlot> m_underwater_slot;
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};
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} // namespace Cubed
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@@ -1,5 +1,6 @@
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#pragma once
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#include "Cubed/audio/audio_buffer.hpp"
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#include "Cubed/audio/audio_effect_slot.hpp"
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#include "Cubed/audio/audio_filter.hpp"
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#include <AL/al.h>
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@@ -37,6 +38,8 @@ public:
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void set_filter(const AudioFilter& filter);
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void clear_filter();
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void set_effect_slot(const AudioEffectSlot& slot);
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void clear_effect_slot();
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private:
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ALuint m_source = 0;
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