#include"StartScene.h" #include"../MainScene/MainScene.h" #include"../../audio/AudioSource.h" #include bool trigger = true; void StartScene::OnEnter() { std::cout << "enter¡ª¡ªstartScene" << std::endl; trigger = true; audio_source = m_context->m_audioManager.Load("res/sound/cat.wav"); audio_source->Play(); } void StartScene::OnExit() { std::cout << "exit¡ª¡ªstartScene" << std::endl; } float a = 0; float b = 0; void StartScene::Update(float p_deltaTime) { if (INPUT.IsKeyDown(dKey::KEY_O)&&trigger) { trigger = false; MainScene* main = new MainScene(); m_context->m_sceneManager.ChangeScene(main); } if (INPUT.IsKeyDown(dKey::KEY_W)) { a += 0.05f; } if (INPUT.IsKeyDown(dKey::KEY_S)) { a -= 0.05f; } if (INPUT.IsKeyDown(dKey::KEY_A)) { b -= 0.05f; } if (INPUT.IsKeyDown(dKey::KEY_D)) { b += 0.05f; } audio_source->SetDirection(a, b); std::cout << a << " " << b << std::endl; return; /*resample-test*/ for (int i = 0; i < 100; i++) { m_context->m_gpu.drawPoint((int)((float)i / 100 * 800), orisamples[i]+300+1, RGBA(255, 255, 255, 255)); } for (int i = 0; i < resampler.GetOutputLength(); i++) { m_context->m_gpu.drawPoint((int)((float)i / resampler.GetOutputLength() * 800), resamples[i] + 300, RGBA(255, 0, 0, 255)); } }