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/*
Copyright (c) 2010 Steve Oldmeadow
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#import "DenshionDemo.h"
#import "ccMacros.h"
//#import "CDXFaderAction.h"
#import "CCActionManager.h"
///////////////////////////////////////////////////////
//Sound ids, these equate to buffer identifiers
//which are 0 indexed and sequential. You do not have
//to use all the identifiers but an exception will be
//thrown if you specify an identifier that is greater
//than or equal to the total number of buffers
#define SND_ID_TONELOOP 0
#define SND_ID_DRUMLOOP 1
#define SND_ID_BALL 2
#define SND_ID_GUN 3
#define SND_ID_STAB 4
#define SND_ID_COWBELL 5
#define SND_ID_EXPLODE 6
#define SND_ID_KARATE 7
//Channel group ids, the channel groups define how voices
//will be shared. If you wish you can simply have a single
//channel group and all sounds will share all the voices
#define CGROUP_DRUMLOOP 0
#define CGROUP_TONELOOP 1
#define CGROUP_DRUM_VOICES 2
#define CGROUP_FX_VOICES 3
#define CGROUP_NON_INTERRUPTIBLE 4
#define CGROUP_TOTAL 5
///////////////////////////////////////////////////////
#define SLIDER_POS_MAX 300.0f
#define SLIDER_POS_MIN 20.0f
#define SLIDER_POS_X 79.0f
#define PFC_X 317
#define PFC_Y 165
#define PFO_X 112
#define PFO_Y 108
#define FLASH_FADE_TOTAL 10
#define PAD_SLIDER_DIVISION 160
int touchedPads;
int flashFade[FLASH_FADE_TOTAL] = {255,200,180,150,130,110,100,90,80,50};
int flashIndex[FLASH_FADE_TOTAL];
BOOL toneLoopPlaying;
ALuint toneLoopSourceId;
CDSoundSource *toneSource;
@implementation DenshionLayer
-(id) init
{
if( (self=[super init]) ) {
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
CCSprite* bg = [CCSprite spriteWithFile:@"bg.png"];
[bg setPosition:CGPointMake(480/2, 320/2)];
[self addChild:bg ];
slider = [CCSprite spriteWithFile:@"slider.png"];
[slider setPosition:CGPointMake(SLIDER_POS_X, ((SLIDER_POS_MAX - SLIDER_POS_MIN)/2) + SLIDER_POS_MIN)];
[slider setRotation:180.0f];
[slider retain];
[self addChild:slider];
//This is related to setting up the flashes that appear when a pad is hit
int flashLocations[9][2] = {{PFC_X - PFO_X,PFC_Y - PFO_Y},{PFC_X,PFC_Y - PFO_Y},{PFC_X + PFO_X,PFC_Y - PFO_Y},
{PFC_X - PFO_X,PFC_Y},{PFC_X,PFC_Y},{PFC_X + PFO_X,PFC_Y},
{PFC_X - PFO_X,PFC_Y + PFO_Y},{PFC_X,PFC_Y + PFO_Y},{PFC_X + PFO_X,PFC_Y + PFO_Y}};
padFlashes = [[NSMutableArray alloc] init];
for (int i=0; i < 9; i++) {
CCSprite *flash = [CCSprite spriteWithFile:@"flash.png"];
[flash retain];
[flash setPosition:CGPointMake(flashLocations[i][0],flashLocations[i][1])];
flash.opacity = 128;
flash.visible = FALSE;
[padFlashes addObject:flash];
[self addChild:flash];
}
for (int i=0; i < FLASH_FADE_TOTAL; i++) {
flashIndex[i] = FLASH_FADE_TOTAL;//Use total as a sentinel value
}
am = nil;
soundEngine = nil;
if ([CDAudioManager sharedManagerState] != kAMStateInitialised) {
//The audio manager is not initialised yet so kick off the sound loading as an NSOperation that will wait for
//the audio manager
NSInvocationOperation* bufferLoadOp = [[[NSInvocationOperation alloc] initWithTarget:self selector:@selector(loadSoundBuffers:) object:nil] autorelease];
NSOperationQueue *opQ = [[[NSOperationQueue alloc] init] autorelease];
[opQ addOperation:bufferLoadOp];
_appState = kAppStateAudioManagerInitialising;
} else {
[self loadSoundBuffers:nil];
_appState = kAppStateSoundBuffersLoading;
}
self.isTouchEnabled = YES;
toneLoopPlaying = NO;
toneSource = [[CDSoundSource alloc] init];
[toneSource retain];
[self schedule: @selector(tick:)];
}
return self;
}
-(void) loadBuffersSynch {
struct timeval start,end;
gettimeofday( &start, NULL);
CDSoundEngine *sse = [CDAudioManager sharedManager].soundEngine;
[sse loadBuffer:SND_ID_DRUMLOOP filePath:@"808_120bpm.caf"];
[sse loadBuffer:SND_ID_TONELOOP filePath:@"sine440.caf"];
[sse loadBuffer:SND_ID_BALL filePath:@"ballbounce.wav"];
[sse loadBuffer:SND_ID_GUN filePath:@"machinegun.caf"];
[sse loadBuffer:SND_ID_STAB filePath:@"rustylow.wav"];
[sse loadBuffer:SND_ID_COWBELL filePath:@"cowbell.wav"];
[sse loadBuffer:SND_ID_EXPLODE filePath:@"explodelow.wav"];
[sse loadBuffer:SND_ID_KARATE filePath:@"karate.wav"];
gettimeofday( &end, NULL);
float dt = (end.tv_sec - start.tv_sec) + (end.tv_usec - start.tv_usec) / 1000000.0f;
NSLog(@"Buffer load time %0.4f",dt);
}
-(void) loadSoundBuffers:(NSObject*) data {
//Wait for the audio manager if it is not initialised yet
while ([CDAudioManager sharedManagerState] != kAMStateInitialised) {
[NSThread sleepForTimeInterval:0.1];
}
//Load the buffers with audio data. There is no correspondence between voices/channels and
//buffers. For example you can play the same sound in multiple channel groups with different
//pitch, pan and gain settings.
//Buffers can be loaded with different sounds simply by calling loadBuffer again, however,
//any sources attached to the buffer will be stopped if they are currently playing
//Use: afconvert -f caff -d ima4 yourfile.wav to create an ima4 compressed version of a wave file
CDSoundEngine *sse = [CDAudioManager sharedManager].soundEngine;
//Old school
/*
int channelGroupCount = CGROUP_TOTAL;
int channelGroups[CGROUP_TOTAL];
channelGroups[CGROUP_DRUMLOOP] = 1;//This means only 1 loop will play at a time
channelGroups[CGROUP_TONELOOP] = 1;//This means only 1 loop will play at a time
channelGroups[CGROUP_DRUM_VOICES] = 8;//8 voices to be shared by the drums
channelGroups[CGROUP_FX_VOICES] = 16;//16 voices to be shared by the fx
channelGroups[CGROUP_NON_INTERRUPTIBLE] = 2;//2 voices that can't be interrupted
[sse defineSourceGroups:channelGroups total:channelGroupCount];
*/
//New school
NSArray *defs = [NSArray arrayWithObjects:
[NSNumber numberWithInt:1],
[NSNumber numberWithInt:1],
[NSNumber numberWithInt:8],
[NSNumber numberWithInt:16],
[NSNumber numberWithInt:2],nil];
[sse defineSourceGroups:defs];
//Code for loading buffers synchronously
/*
[sse loadBuffer:SND_ID_DRUMLOOP filePath:@"808_120bpm.caf"];
[sse loadBuffer:SND_ID_TONELOOP filePath:@"sine440.caf"];
[sse loadBuffer:SND_ID_BALL filePath:@"ballbounce.wav"];
[sse loadBuffer:SND_ID_GUN filePath:@"machinegun.caf"];
[sse loadBuffer:SND_ID_STAB filePath:@"rustylow.wav"];
[sse loadBuffer:SND_ID_COWBELL filePath:@"cowbell.wav"];
[sse loadBuffer:SND_ID_EXPLODE filePath:@"explodelow.wav"];
[sse loadBuffer:SND_ID_KARATE filePath:@"karate.wav"];
*/
//Load sound buffers asynchrounously
NSMutableArray *loadRequests = [[[NSMutableArray alloc] init] autorelease];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_DRUMLOOP filePath:@"808_120bpm.caf"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_TONELOOP filePath:@"sine440.caf"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_BALL filePath:@"ballbounce.wav"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_GUN filePath:@"machinegun.caf"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_STAB filePath:@"rustylow.wav"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_COWBELL filePath:@"cowbell.wav"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_EXPLODE filePath:@"explodelow.wav"] autorelease]];
[loadRequests addObject:[[[CDBufferLoadRequest alloc] init:SND_ID_KARATE filePath:@"karate.wav"] autorelease]];
[sse loadBuffersAsynchronously:loadRequests];
_appState = kAppStateSoundBuffersLoading;
//Sound engine is now set up. You can check the functioning property to see if everything worked.
//In addition the loadBuffer method returns a boolean indicating whether it worked.
//If your buffers loaded and the functioning = TRUE then you are set to play sounds.
}
-(void) tick: (ccTime) dt
{
if (_appState == kAppStateReady) {
am = [CDAudioManager sharedManager];
soundEngine = am.soundEngine;
float sliderValue = (((slider.position.y) - SLIDER_POS_MIN) / (SLIDER_POS_MAX - SLIDER_POS_MIN));// 0 to 1
if (touchedPads > 0) {
if ((touchedPads & (1 << 0)) != 0) {
//Pad 1 touched - play a one shot kick sound in the drum voices channel group with normal pitch and pan and the
//gain controlled by the slider
[soundEngine playSound:SND_ID_BALL sourceGroupId:CGROUP_DRUM_VOICES pitch:1.0f pan:0.0f gain:sliderValue loop:NO];
flashIndex[0] = 0;
//Testing mute
//am.mute = !am.mute;
//[soundEngine stopAllSounds];
//[am setMode:kAMM_MediaPlayback];
//am.backgroundMusic.volume = 0.0f;
}
if ((touchedPads & (1 << 1)) != 0) {
//Pad 2 touched - play a one shot snare sound in the drum voices channel group with normal pitch and pan and the
//gain controlled by the slider
[soundEngine playSound:SND_ID_GUN sourceGroupId:CGROUP_NON_INTERRUPTIBLE pitch:1.0f pan:0.0f gain:sliderValue loop:NO];
flashIndex[1] = 0;
}
if ((touchedPads & (1 << 2)) != 0) {
//Pad 3 touched - play a one shot hat sound in the drum voices channel group with normal pitch and pan and the
//gain controlled by the slider
// ALuint sourceId =
[soundEngine playSound:SND_ID_STAB sourceGroupId:CGROUP_FX_VOICES pitch:1.0f pan:((sliderValue * 2.0f) - 1.0f) gain:1.0f loop:NO];
flashIndex[2] = 0;
//[CDXFaderAction fadeSoundEffect:0.2f finalVolume:0.0f faderCurve:kFC_ExponentialFade sourceId:sourceId shouldStop:YES];
}
if ((touchedPads & (1 << 3)) != 0) {
//Pad 4 touched - play a one shot fx sound in the fx voices channel group with normal gain and pan and the
//pitch controlled by the slider. Slider mid point = normal pitch (1.0)
[soundEngine playSound:SND_ID_EXPLODE sourceGroupId:CGROUP_FX_VOICES pitch:sliderValue + 0.5f pan:0.0f gain:1.0f loop:NO];
flashIndex[3] = 0;
}
if ((touchedPads & (1 << 4)) != 0) {
//Pad 5 touched - play a one shot fx sound in the fx voices channel group with normal gain and pan and the
//pitch controlled by the slider. Slider mid point = normal pitch (1.0)
[soundEngine playSound:SND_ID_COWBELL sourceGroupId:CGROUP_DRUM_VOICES pitch:sliderValue + 0.5f pan:0.0f gain:1.0f loop:NO];
flashIndex[4] = 0;
}
if ((touchedPads & (1 << 5)) != 0) {
//Pad 6 touched - play a one shot fx sound in the fx voices channel group with normal pitch and gain and the
//pan controlled by the slider. Slider top = hard right, bottom = hard left, centre = middle
[soundEngine playSound:SND_ID_KARATE sourceGroupId:CGROUP_FX_VOICES pitch:1.0f pan:((sliderValue * 2.0f) - 1.0f) gain:1.0f loop:NO];
flashIndex[5] = 0;
}
if ((touchedPads & (1 << 6)) != 0) {
CFURLRef fileURL = nil;
NSString *path = [CDUtilities fullPathFromRelativePath:@"808_120bpm.wav"];
fileURL = (CFURLRef)[NSURL fileURLWithPath:path];
ALenum format;
ALsizei size;
ALsizei freq;
//Load up a sound
ALvoid* data = CDGetOpenALAudioData(fileURL, &size, &format, &freq);
[soundEngine loadBufferFromData:SND_ID_KARATE soundData:data format:AL_FORMAT_MONO16 size:size freq:freq];
free(data);
flashIndex[6] = 0;
}
if ((touchedPads & (1 << 7)) != 0) {
//Pad 8 touched - play a looped sound with normal pitch, pan and gain in the loop channel group.
//Any other sound playing in this channel group will be stopped as the group has only 1 voice.
//[soundEngine playSound:SND_ID_DRUMLOOP sourceGroupId:CGROUP_DRUMLOOP pitch:1.0f pan:0.0f gain:1.0f loop:YES];
//flashIndex[7] = 0;
CDLongAudioSource *rightChannel = [am audioSourceLoad:@"808_120bpm.caf" channel:kASC_Right];
if (rightChannel) {
rightChannel.numberOfLoops = -1;
[rightChannel play];
}
flashIndex[7] = 0;
}
if ((touchedPads & (1 << 8)) != 0) {
//Pad 9 touched - stop all sounds in the loops channel group
flashIndex[8] = 0;
[soundEngine stopSourceGroup:CGROUP_DRUMLOOP];
if (![am isBackgroundMusicPlaying]) {
//[am playBackgroundMusic:@"mula_tito_on_timbales.mp3" loop:FALSE];
[am playBackgroundMusic:@"808_120bpm.caf" loop:TRUE];
} else {
[am stopBackgroundMusic];
}
CCLOG(@"----> device is muted? %i",[am isDeviceMuted]);
//Testing channel group mute
//[soundEngine setSourceGroupMute:CGROUP_DRUMLOOP mute:![soundEngine sourceGroupMute:CGROUP_DRUMLOOP]];
//Testing looping flag in CDSourceWrapper
//toneSource.looping = !toneSource.looping;
//Testing loading a buffer with a new sound
//[soundEngine loadBuffer:SND_ID_TONELOOP filePath:@"bassloop.wav"];
//Testing deleting a buffer
//[soundEngine unloadBuffer:SND_ID_KARATE];
//Testing master gain setting
//[soundEngine setMasterGain:sliderValue];
//Testing mute feature
//soundEngine.mute = !soundEngine.mute;
//Should reload all buffers - test for leaks
//[self loadBuffersSynch];
}
}
touchedPads = 0;
if (toneLoopPlaying) {
//Adjust pitch of tone loop to match slider - this technique can be used to adjust gain and pan too
toneSource.pitch = sliderValue + 0.5f;
CDLOG(@"tone source gain %0.2f",toneSource.pan);
}
//Update flashes
for (int i=0; i < FLASH_FADE_TOTAL; i++) {
if (flashIndex[i] < FLASH_FADE_TOTAL) {
CCSprite *flash = [padFlashes objectAtIndex:i];
if (flashIndex[i] == 0) {
//Turn on visibility
flash.visible = YES;
} else if (flashIndex[i] == FLASH_FADE_TOTAL - 1) {
//Turn off visibility
flash.visible = NO;
}
flash.opacity = flashFade[flashIndex[i]];
flashIndex[i]++;
}
}
} else if (_appState == kAppStateSoundBuffersLoading) {
//Check if sound buffers have completed loading, asynchLoadProgress represents fraction of completion and 1.0 is complete.
if ([CDAudioManager sharedManager].soundEngine.asynchLoadProgress >= 1.0f) {
//Sounds have finished loading
_appState = kAppStateReady;
[[CDAudioManager sharedManager] setBackgroundMusicCompletionListener:self selector:@selector(backgroundMusicFinished)];
[[CDAudioManager sharedManager].soundEngine setSourceGroupNonInterruptible:CGROUP_NON_INTERRUPTIBLE isNonInterruptible:TRUE];
[[CDAudioManager sharedManager] setResignBehavior:kAMRBStopPlay autoHandle:TRUE];
} else {
//CCLOG(@"Denshion: sound buffers loading %0.2f",[CDAudioManager sharedManager].soundEngine.asynchLoadProgress);
}
}
}
- (void) backgroundMusicFinished {
CCLOG(@"Denshion: backgroundMusicFinished selector called");
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSArray *allTouches = [touches allObjects];
for (UITouch *touch in allTouches) {
CGPoint location = [touch locationInView: [touch view]];
if (location.y < PAD_SLIDER_DIVISION) {
//We are in the slider region
if (location.x > SLIDER_POS_MAX) {
[slider setPosition:CGPointMake(SLIDER_POS_X, SLIDER_POS_MAX)];
} else if (location.x < SLIDER_POS_MIN) {
[slider setPosition:CGPointMake(SLIDER_POS_X, SLIDER_POS_MIN)];
} else {
[slider setPosition:CGPointMake(SLIDER_POS_X, location.x)];
}
} else {
//We are in the pad region
int col = (location.y - PAD_SLIDER_DIVISION) / (320/3);
int row = (location.x / (320/3));
touchedPads = touchedPads | (1 << ((row * 3) + col));
//CCLOG(@"Pad touched %i %i %x", col,row,touchedPads);
}
}
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
//We are only interested in the slider for moving touches
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
if (location.y < PAD_SLIDER_DIVISION) {
//We are in the slider region
if (location.x > SLIDER_POS_MAX) {
[slider setPosition:CGPointMake(SLIDER_POS_X, SLIDER_POS_MAX)];
} else if (location.x < SLIDER_POS_MIN) {
[slider setPosition:CGPointMake(SLIDER_POS_X, SLIDER_POS_MIN)];
} else {
[slider setPosition:CGPointMake(SLIDER_POS_X, location.x)];
}
}
}
-(void) dealloc
{
for (CCSprite *sprite in padFlashes) {
[sprite release];
}
[am release];
[slider release];
[toneSource release];
[super dealloc];
}
-(void) onQuit: (id) sender
{
[[CCDirector sharedDirector] end];
if( [[UIApplication sharedApplication] respondsToSelector:@selector(terminate)] )
[[UIApplication sharedApplication] performSelector:@selector(terminate)];
}
@end
// CLASS IMPLEMENTATIONS
@implementation AppController
-(void) setUpAudioManager:(NSObject*) data {
//Set up mixer rate for sound engine before CDAudioManager is initialised
[CDSoundEngine setMixerSampleRate:CD_SAMPLE_RATE_MID];
//Initialise audio manager asynchronously as it can take a few seconds
[CDAudioManager initAsynchronously:kAMM_FxPlusMusicIfNoOtherAudio];
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Display retina Display
useRetinaDisplay_ = NO;
[super application:application didFinishLaunchingWithOptions:launchOptions];
// display FPS (useful when debugging)
[director_ setDisplayStats:YES];
// frames per second
[director_ setAnimationInterval:1.0/60];
// multiple touches
[director_.view setMultipleTouchEnabled:YES];
[window_ makeKeyAndVisible];
//Set up audio engine
[self setUpAudioManager:nil];
CCScene *scene = [CCScene node];
[scene addChild: [DenshionLayer node]];
[director_ pushScene: scene];
return YES;
}
@end
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