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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Playing Sounds on Collisions

The example below demonstrates how to:

  • Create a new sound source.
  • Update settings of the existing sound source.
  • Implement a contact callback that plays a sound at a contact with a physical body.
Notice
The sound file used in the example can be found in the <UnigineSDK>/data/samples/sounds/sounds folder. You can also specify any other file, including .mp3.

AppWorldLogic.h:

Source code (C++)
#ifndef __APP_WORLD_LOGIC_H__
#define __APP_WORLD_LOGIC_H__

#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UniginePhysics.h>
#include <UnigineMesh.h>
#include <UnigineSounds.h>
#include <UnigineObjects.h>
#include <UnigineEditor.h>

class AppWorldLogic : public Unigine::WorldLogic {

public:
	AppWorldLogic();
	virtual ~AppWorldLogic();

	virtual int init();

	virtual int update();
	virtual int postUpdate();
	virtual int updatePhysics();

	virtual int shutdown();

	virtual int save(const Unigine::StreamPtr &stream);
	virtual int restore(const Unigine::StreamPtr &stream);

private:

	// callbacks
	struct ContactArguments
	{
		Unigine::BodyPtr body;
		int num;

		ContactArguments(const Unigine::BodyPtr &body, int num)
		{
			this->body = body;
			this->num = num;
		}
	};

	Unigine::Vector<ContactArguments> contact_events;
	Unigine::Vector<Unigine::SoundSourcePtr> sounds;
	void contact_handler(const Unigine::BodyPtr &body, int num);
	void contact_event_handler(const Unigine::BodyPtr &body, int num);
	void create_box(Unigine::Math::Vec3 position);
};

#endif // __APP_WORLD_LOGIC_H__

AppWorldLogic.cpp:

Source code (C++)
#include "AppWorldLogic.h"
// World logic, it takes effect only when the world is loaded.
// These methods are called right after corresponding world script's (UnigineScript) methods.

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic() {

}

AppWorldLogic::~AppWorldLogic() {

}

// a function to be executed when a contact with a given body emerges
void AppWorldLogic::contact_handler(const BodyPtr &body, int num)
{
	ContactArguments ca = ContactArguments(body, num);
	contact_events.append(ca);
}

void AppWorldLogic::contact_event_handler(const BodyPtr &body, int num)
{

	if (num >= body->getNumContacts())
		return;

	// get coordinates of the contact point
	Vec3 position = body->getContactPoint(num);
	// get the relative impulse in the contact point
	float impulse = body->getContactImpulse(num);
	// calculate volume of the sound played for the contact
	float volume = impulse * 0.5f - 1.0f;

	// a flag indicating that no sounds have played yet
	bool need_sound = true;

	for (int i = 0; i < sounds.size(); i++)
	{
		if (!sounds[i]->isPlaying())
		{
			need_sound = false;

			// reuse the existing sound source
			sounds[i]->setEnabled(1);
			sounds[i]->setGain(saturate(volume));
			sounds[i]->setWorldTransform(translate(position));
			Sound::renderWorld(1);
			sounds[i]->play();
			break;
		}
	}
	if (need_sound)
	{
		// create a new sound source
		SoundSourcePtr s = SoundSource::create("static_impact_00.wav");
		// specify necessary settings for the sound source
		s->setOcclusion(0);
		s->setMinDistance(10.0f);
		s->setMaxDistance(100.0f);
		s->setGain(saturate(volume));
		s->setWorldTransform(translate(position));
		// play the sound source
		s->play();

		// append the sound to the vector of the playing sounds
		sounds.append(s);
	}
}

// method creating a box mesh with a physical body
void AppWorldLogic::create_box(Vec3 position)
{

	ObjectMeshStaticPtr object_mesh = ObjectMeshStatic::create("core/meshes/box.mesh");
	object_mesh->setWorldTransform(translate(position));
	object_mesh->setCollision(1, 0);

	BodyRigidPtr body = BodyRigid::create(object_mesh);
	ShapeBox::create(body, vec3(1.0f));
	// subscribe for a contact enter event (when a contact with the box occurs)
	body->getEventContactEnter().connect(this, &AppWorldLogic::contact_handler);

}

int AppWorldLogic::init() {

	// create box meshes
	for (int i = -5; i <= 5; i++) {
		AppWorldLogic::create_box(Vec3(0.0f, i * 2.0f, 8.0f + i * 1.0f));
	}
	// create another box mesh
	AppWorldLogic::create_box(Vec3(5.0f, 10.0f, 50.0f));

	sounds.clear();
	contact_events.clear();

	return 1;
}

int AppWorldLogic::update() {

	if (contact_events.size() > 0)
	{
		for (int i = 0; i > contact_events.size(); i++)
		{
			contact_event_handler(contact_events[i].body, contact_events[i].num);
		}
		contact_events.clear();
	}

	return 1;
}

int AppWorldLogic::postUpdate() {

	return 1;
}

int AppWorldLogic::updatePhysics() {

	return 1;
}

int AppWorldLogic::shutdown() {

	for (int i = 0; i < sounds.size(); i++)
		sounds[i].clear();
	sounds.clear();

	return 1;
}

int AppWorldLogic::save(const Unigine::StreamPtr &stream) {

	UNIGINE_UNUSED(stream);
	return 1;
}

int AppWorldLogic::restore(const Unigine::StreamPtr &stream) {

	UNIGINE_UNUSED(stream);
	return 1;
}
Last update: 2024-04-19
Build: ()