Files
Cubed/include/Cubed/audio/audio_engine.hpp
zhenyan121 e5bd7aa4d1 feat(settings): add player voice volume and voice input type options
- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.
2026-07-20 17:47:05 +08:00

81 lines
2.4 KiB
C++

#pragma once
#include "Cubed/audio/audio_fade.hpp"
#include "Cubed/audio/audio_recording.hpp"
#include "Cubed/audio/audio_source.hpp"
#include "Cubed/audio/audio_stream_source.hpp"
#include "Cubed/audio/sound_manager.hpp"
#include "Cubed/audio/source_pool.hpp"
#include "Cubed/config.hpp"
#include <AL/al.h>
#include <AL/alc.h>
#include <glm/glm.hpp>
#include <memory>
#include <opus/opus.h>
#include <string>
#include <unordered_map>
namespace Cubed {
class NetworkClient;
class AudioEngine {
public:
AudioEngine(Config& config);
AudioEngine(const AudioEngine&) = delete;
AudioEngine(AudioEngine&&) = delete;
AudioEngine& operator=(const AudioEngine&) = delete;
AudioEngine& operator=(AudioEngine&&) = delete;
~AudioEngine();
void init();
void play_bgm();
void stop_bgm();
void change_bgm(const std::string& sound);
void play_3d(const std::string& sound, const glm::vec3& pos,
bool check = false);
void play_2d(const std::string& sound, bool check = false);
void update_listener(const glm::vec3& pos, const glm::vec3& forward,
const glm::vec3& up);
void update();
void reload_config();
void underwater_change(bool underwater);
float& bgm_target_volume();
void set_client(std::weak_ptr<NetworkClient> client);
void send_voice(const std::array<int16_t, AudioRecording::FRAME_SAMPLES>&);
void receive_voice(std::span<const char> opus, const glm::vec3& pos);
AudioRecording& audio_recording();
private:
using FadeMap = std::unordered_map<std::string, AudioFade>;
bool m_init{false};
ALCdevice* device{nullptr};
ALCcontext* context{nullptr};
OpusEncoder* m_encoder{nullptr};
OpusDecoder* m_decoder{nullptr};
AudioRecording m_recording;
std::weak_ptr<NetworkClient> m_client;
glm::vec3 listener_pos;
std::unique_ptr<AudioSource> m_bgm;
FadeMap m_fade_map;
SoundManager m_sounds;
Config& m_config;
std::shared_ptr<SourcePool> m_pool;
bool m_efx_supported = false;
bool m_underwater = false;
float m_music_volume = 1.0f;
float m_sfx_volume = 1.0f;
float m_player_voice_volume = 1.0f;
std::unique_ptr<AudioStreamSource> m_voice_source;
std::unique_ptr<AudioFilter> m_low_pass_filter;
std::unique_ptr<AudioEffect> m_underwater_effect;
std::unique_ptr<AudioEffectSlot> m_underwater_slot;
};
} // namespace Cubed