#include #include #include #include #include #include std::filesystem::path GetAssetDir(); SCENARIO("Sound", "[AUDIO][SOUND]") { GIVEN("A sound") { Nz::Sound sound; WHEN("We load our sound") { REQUIRE(sound.LoadFromFile(GetAssetDir() / "Audio/Cat.flac")); THEN("We can ask the informations of the file") { CHECK(sound.GetDuration() == 8192); 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.GetPosition() == Nz::Vector3f::Zero()); CHECK(sound.GetVelocity() == Nz::Vector3f::Zero()); CHECK(sound.GetVolume() == 1.f); } THEN("We can play it and get the time offset") { Nz::Audio::Instance()->GetDefaultDevice()->SetGlobalVolume(0.f); sound.Play(); std::this_thread::sleep_for(std::chrono::seconds(1)); CHECK(sound.GetPlayingOffset() >= 950); std::this_thread::sleep_for(std::chrono::milliseconds(200)); CHECK(sound.GetPlayingOffset() <= 1500); sound.Pause(); Nz::UInt32 playingOffset = sound.GetPlayingOffset(); 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); sound.SetPlayingOffset(3500); CHECK(sound.GetPlayingOffset() == 3500); sound.Play(); std::this_thread::sleep_for(std::chrono::milliseconds(200)); CHECK(sound.GetPlayingOffset() >= 1650); AND_WHEN("We let the sound stop by itself") { REQUIRE(sound.GetDuration() == 8192); sound.SetPlayingOffset(8000); std::this_thread::sleep_for(std::chrono::milliseconds(200)); CHECK(sound.GetStatus() == Nz::SoundStatus::Stopped); CHECK(sound.GetPlayingOffset() == 0); sound.SetPlayingOffset(9000); sound.Play(); std::this_thread::sleep_for(std::chrono::milliseconds(50)); CHECK(sound.GetStatus() == Nz::SoundStatus::Playing); sound.Stop(); sound.SetPlayingOffset(8000); 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() AND_WHEN("We enable looping") { sound.EnableLooping(true); CHECK(sound.IsLooping()); sound.Play(); CHECK(sound.GetStatus() == Nz::SoundStatus::Playing); CHECK(sound.GetPlayingOffset() >= 8000); std::this_thread::sleep_for(std::chrono::milliseconds(300)); CHECK(sound.GetStatus() == Nz::SoundStatus::Playing); CHECK(sound.GetPlayingOffset() < 300); } } Nz::Audio::Instance()->GetDefaultDevice()->SetGlobalVolume(100.f); } } } }