add sounds
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fe73d7bec9
commit
26b6632158
13 files changed
+123
-21
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Executable
+35
@@ -0,0 +1,35 @@
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#include "Sounds.h"
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#include <jni.h>
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static JNIEnv* env = NULL;
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static jclass jSounds = NULL;
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/** BackgroundSound */
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void playBackgroundSound() {
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jmethodID method = env->GetStaticMethodID(jSounds, "JniPlayBackgroundSound", "()V");
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env->CallStaticVoidMethod(jSounds, method);
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}
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void stopBackgroundSound () {
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jmethodID method = env->GetStaticMethodID(jSounds, "JniStopBackgroundSound", "()V");
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env->CallStaticVoidMethod(jSounds, method);
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}
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/** GameSound - Gunshot */
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void playGameSoundGunshot() {
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jmethodID method = env->GetStaticMethodID(jSounds, "JniPlayGunshotSound", "()V");
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env->CallStaticVoidMethod(jSounds, method);
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}
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void stopGameSoundGunshot() {
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jmethodID method = env->GetStaticMethodID(jSounds, "JniStopGunshotSound", "()V");
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env->CallStaticVoidMethod(jSounds, method);
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}
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JNIEXPORT void JNICALL Java_com_fishrungames_crystalofrhylil_sounds_JniSoundCalls_initJniSounds(JNIEnv *pEnv, jobject pThis) {
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env = pEnv;
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jSounds = env->FindClass("com/fishrungames/crystalofrhyli/sounds/JniSoundCalls");
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playBackgroundSound();
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}
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Executable
+7
@@ -0,0 +1,7 @@
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#include <jni.h>
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extern "C" {
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JNIEXPORT void JNICALL Java_com_fishrungames_crystalofrhylil_sounds_JniSoundCalls_initJniSounds(JNIEnv *pEnv, jobject pThis);
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}
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+21
-21
@@ -74,27 +74,27 @@ void TMyApplication::InnerInit()
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*SE::Console << "APP INIT\n";
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}
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SE::ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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SE::ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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SE::ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
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SE::Renderer->PushShader("DefaultShader");
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const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
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const std::string CONST_LOADING_TEXTURE = "loading";
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const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
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SE::ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
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SE::ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
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SE::ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
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SE::ResourceManager->TexList.AddTexture("console_bkg.bmp");
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SE::ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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Inited = true;
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SE::Renderer->SetOrthoProjection();
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SE::ResourceManager->ShaderManager.AddShader("DefaultShader", "shader_vertex.txt", "shader_fragment.txt");
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SE::ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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SE::ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
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SE::Renderer->PushShader("DefaultShader");
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const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
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const std::string CONST_LOADING_TEXTURE = "loading";
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const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
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SE::ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
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SE::ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
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SE::ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
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SE::ResourceManager->TexList.AddTexture("console_bkg.bmp");
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SE::ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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Inited = true;
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SE::Renderer->SetOrthoProjection();
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SE::Renderer->SetFullScreenViewport();
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