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Messages - RumpNissen

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1
Audio / Muting sounds and music
« on: February 26, 2014, 02:54:43 pm »

Well, since I got my sound manager to work. I've been trying to figure out a way to have a function that dynamically mutes all sounds and music.

See, I'm making a main menu with an options tab where you can mute the sounds and music separately. I have no idea where to start, since no one else seems to have tried doing the same thing. I guess it needs to be done through the sound manager.

Any ideas? Do I need to upload the code for the sound manager?

Any advice would be much appreciated.

2
General / sf::NonCopyable - Issue - Sound Manager
« on: February 19, 2014, 04:00:49 pm »
Greetings, I don't have much experience with SFML and I started programming with C++ just last autumn.

I used an open source sound manager for my project:
https://thunked.org/p/view/pub/ao7lc3kqg

However, the author made the mistake of setting values for the sf::Time variables in the header:

sf::Time startingPoint = sf::seconds(0);
sf::Time endPoint = sf::seconds(0);

I changed this and set the values in the .cpp instead. That's when the "sf::NonCopyable" issue showed up:

Error   2   error C2248: 'sf::NonCopyable::NonCopyable' : cannot access private member declared in class 'sf::NonCopyable'


The Sound Manager looks like this:

Header
#pragma once
#include <SFML\Audio.hpp>
#include <SFML\System.hpp>

class SoundEntity
{
public:
        sf::Time startingPoint;
        sf::Time endPoint;
        sf::Sound Sound;
        sf::SoundBuffer Buffer;
        sf::Music Music;
        void Loop();
        SoundEntity();
        void Play(bool stop);
        void Init(std::string filename);
        void Update();
};

class SoundManager
{
public:
        std::vector<SoundEntity> Sounds;
        int newSound(std::string filename, bool Looping);
        void Update();
};

CPP
#include <SFML\Audio.hpp>
#include <SFML\System.hpp>
#include <iostream>
#include "SoundManager.h"


void SoundEntity::Loop()
{
        startingPoint = sf::seconds(0);
        endPoint = sf::seconds(0);
        Sound.setPlayingOffset(startingPoint);
}

void SoundEntity::Play(bool stop = true)        // stops the sound, then starts it from the beginning of the loop, then starts it
{
        if (stop)
                Sound.stop();
        Sound.setPlayingOffset(startingPoint);
        Sound.play();
}

void SoundEntity::Init(std::string filename)
{
        //Buffer = new sf::SoundBuffer;
        Buffer.loadFromFile(filename);
        //Sound = new sf::Sound;
        Sound.setBuffer(Buffer);
        startingPoint = sf::microseconds(0);
        endPoint = Buffer.getDuration();
}

SoundEntity::SoundEntity()
{
        std::cout << "Hi\n";
}

void SoundEntity::Update()
{
        if (Sound.getPlayingOffset() >= endPoint && Sound.getLoop())
        {
                Loop();
        }
        else if (Sound.getPlayingOffset() >= endPoint)
        {
                Sound.stop();
        }
}


int SoundManager::newSound(std::string filename, bool Looping)
{
        SoundEntity newSoundEntity;
        Sounds.push_back(newSoundEntity);
        Sounds[Sounds.size() - 1].Init(filename);
        Sounds[Sounds.size() - 1].Sound.setLoop(Looping);
        return Sounds.size() - 1;
}

void SoundManager::Update()
{
        for (int i = 0; i < Sounds.size(); i++)
        {
                Sounds[i].Update();
        }

}

So what did I miss? Or is it something the original author missed?

Any help would be much appreciated

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