Replace float/UInt64 durations by a more precise Time class (#388)

Improve Clock class with atomic RestartIfOver method and allows to choose required precision
This commit is contained in:
Jérôme Leclercq
2022-12-29 21:31:46 +01:00
committed by GitHub
parent 1de5f65536
commit dd421a6385
84 changed files with 1278 additions and 663 deletions

View File

@@ -3,12 +3,15 @@
#include <catch2/catch_approx.hpp>
#include <catch2/catch_test_macros.hpp>
#include <chrono>
#include <iostream>
#include <thread>
std::filesystem::path GetAssetDir();
SCENARIO("Sound", "[AUDIO][SOUND]")
{
using namespace Nz::Literals;
GIVEN("A sound")
{
Nz::Sound sound;
@@ -19,14 +22,14 @@ SCENARIO("Sound", "[AUDIO][SOUND]")
THEN("We can ask the informations of the file")
{
CHECK(sound.GetDuration() == 8192);
CHECK(sound.GetDuration() == 8192_ms);
CHECK(sound.GetStatus() == Nz::SoundStatus::Stopped);
CHECK_FALSE(sound.IsLooping());
CHECK(sound.IsPlayable());
CHECK(sound.IsSpatializationEnabled());
CHECK(sound.GetMinDistance() == 1.f);
CHECK(sound.GetPitch() == 1.f);
CHECK(sound.GetPlayingOffset() == 0);
CHECK(sound.GetPlayingOffset() == 0_ms);
CHECK(sound.GetPosition() == Nz::Vector3f::Zero());
CHECK(sound.GetVelocity() == Nz::Vector3f::Zero());
CHECK(sound.GetVolume() == 1.f);
@@ -38,42 +41,45 @@ SCENARIO("Sound", "[AUDIO][SOUND]")
sound.Play();
std::this_thread::sleep_for(std::chrono::seconds(1));
CHECK(sound.GetPlayingOffset() >= 950);
CHECK(sound.GetPlayingOffset() >= 950_ms);
std::this_thread::sleep_for(std::chrono::milliseconds(200));
CHECK(sound.GetPlayingOffset() <= 1500);
CHECK(sound.GetPlayingOffset() <= 1500_ms);
sound.Pause();
Nz::UInt32 playingOffset = sound.GetPlayingOffset();
Nz::Time playingOffset = sound.GetPlayingOffset();
Nz::UInt64 sampleOffset = sound.GetSampleOffset();
CHECK(sound.GetStatus() == Nz::SoundStatus::Paused);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
CHECK(sound.GetStatus() == Nz::SoundStatus::Paused);
CHECK(sound.GetPlayingOffset() == playingOffset);
CHECK(sound.GetSampleOffset() == sampleOffset);
sound.SetPlayingOffset(3500);
CHECK(sound.GetPlayingOffset() == 3500);
sound.SeekToPlayingOffset(3500_ms);
CHECK(sound.GetPlayingOffset() == 3500_ms);
sound.Play();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
CHECK(sound.GetPlayingOffset() >= 1650);
CHECK(sound.GetPlayingOffset() >= 1650_ms);
AND_WHEN("We let the sound stop by itself")
{
REQUIRE(sound.GetDuration() == 8192);
REQUIRE(sound.GetDuration() == 8192_ms);
sound.SetPlayingOffset(8000);
sound.SeekToPlayingOffset(8000_ms);
std::this_thread::sleep_for(std::chrono::milliseconds(200));
CHECK(sound.GetStatus() == Nz::SoundStatus::Stopped);
CHECK(sound.GetPlayingOffset() == 0);
CHECK(sound.GetPlayingOffset() == 0_ms);
sound.SetPlayingOffset(9000);
sound.SeekToPlayingOffset(9000_ms);
sound.Play();
std::this_thread::sleep_for(std::chrono::milliseconds(50));
CHECK(sound.GetStatus() == Nz::SoundStatus::Playing);
sound.Stop();
sound.SetPlayingOffset(8000);
sound.SeekToPlayingOffset(8000_ms);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
CHECK(sound.GetStatus() == Nz::SoundStatus::Stopped);
CHECK(sound.GetPlayingOffset() == 0); //< playing offset has no effect until Play()
CHECK(sound.GetPlayingOffset() == 0_ms); //< playing offset has no effect until Play()
AND_WHEN("We enable looping")
{
@@ -81,10 +87,10 @@ SCENARIO("Sound", "[AUDIO][SOUND]")
CHECK(sound.IsLooping());
sound.Play();
CHECK(sound.GetStatus() == Nz::SoundStatus::Playing);
CHECK(sound.GetPlayingOffset() >= 8000);
CHECK(sound.GetPlayingOffset() >= 8000_ms);
std::this_thread::sleep_for(std::chrono::milliseconds(300));
CHECK(sound.GetStatus() == Nz::SoundStatus::Playing);
CHECK(sound.GetPlayingOffset() < 300);
CHECK(sound.GetPlayingOffset() < 300_ms);
}
}