moved floors audio logic from audio class
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@@ -17,7 +17,10 @@
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const u8 FLOORS_COUNT = 64; // Temp change it also in floor_manager.hpp
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Floors::Floors(Engine *t_engine)
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: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen) {}
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: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen)
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{
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audioTicks = 0;
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}
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Floors::~Floors() {}
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@@ -28,11 +31,10 @@ Floors::~Floors() {}
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void Floors::onInit()
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{
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engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine->audio.init(2);
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engine->audio.addListener(&floorManager);
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engine->audio.addListener(&lightManager);
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engine->audio.init(1);
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engine->audio.addListener(this);
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engine->audio.loadSong("NF-CHILL.WAV");
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engine->audio.setVolume(1);
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engine->audio.setVolume(100);
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engine->audio.play();
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texRepo = engine->renderer->getTextureRepository();
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texRepo->addByMesh("warrior/", player.mesh);
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@@ -54,3 +56,19 @@ void Floors::onUpdate()
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for (u8 i = 0; i < FLOORS_COUNT; i++)
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engine->renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
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}
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void Floors::onAudioTick()
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{
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if ((++audioTicks + 20) % 41 == 0)
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{
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floorManager.onAudioTick();
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lightManager.onAudioTick();
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}
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if (audioTicks > 10000)
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audioTicks = 0;
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}
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void Floors::onAudioFinish()
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{
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audioTicks = 0;
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}
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