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Messages - PepperedJerky

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1
Audio / Re: Sounds in deque not playing
« on: March 03, 2022, 04:11:11 pm »
Ah okay thank you, a simple & fixed it haha.

2
Audio / Sounds in deque not playing
« on: March 03, 2022, 08:27:18 am »
So basically I have a Sound deque and an audio buffer in the global scope, and the audio buffer is initialized from a wav file in the main fn. I have a function called "physicsUpdate" which is called every 10 ms, and in this function there is an if check to see if a ball has collided with a wall. When a ball collides, I emplace_back a sound and pass the audio buffer, then initialize some properties of the sound and call play. But it does not play. Here is the code only including the parts I mentioned above and a few related parts:

using namespace sf;

SoundBuffer audioBuff;
std::deque<Sound> sounds;

Clock physicsUpdateInterval;

void physicsUpdate();

int main() {
    if(!audioBuff.loadFromFile("ball.wav")) return 1;

    Listener::setGlobalVolume(100.f);
    Listener::setPosition(windowSize.x/2, 0.f, windowSize.y/2);

    while (window.isOpen()) {
        if(physicsUpdateInterval.getElapsedTime().asMilliseconds() >= 10) physicsUpdate();
    }

    return 0;
}

void physicsUpdate() {
    physicsUpdateInterval.restart();

    for(uint16_t i = 0; i < ballCount; i++) {

        if((xWallsCollide && !ball.xColliding) || (yWallsCollide && !ball.yColliding)) {
            std::cout << "Sound create!" << std::endl;
            sounds.emplace_back(audioBuff);
            Sound sound = sounds.back();

            sound.setPosition(ball.pos.x, 0.f, ball.pos.y);
            sound.setMinDistance(600.f);
            sound.setAttenuation(5.f);
            sound.play();
        }
    }
}
 

Any ideas what is wrong here? Thanks :)

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anything