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Binary file removed Debug/Digital_Sound_FMOD.exe
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4 changes: 0 additions & 4 deletions Digital_Sound_FMOD/Debug/Digital_Sound_FMOD.log

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12 changes: 6 additions & 6 deletions Digital_Sound_FMOD/Digital_Sound_FMOD.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -92,13 +92,13 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(SolutionDir)FMOD\api\studio\inc;$(SolutionDir)FMOD\api\core\inc;$(SolutionDir)FMOD\plugins\resonance_audio\inc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)FMOD\api\studio\inc;$(SolutionDir)FMOD\api\core\inc;$(SolutionDir)FMOD\plugins\resonance_audio\inc;$(SolutionDir)SFML-2.5.1\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<AdditionalLibraryDirectories>$(SolutionDir)FMOD\api\studio\lib\x86;$(SolutionDir)FMOD\api\core\lib\x86;$(SolutionDir)FMOD\plugins\resonance_audio\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>fmod_vc.lib;fmodstudio_vc.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)SFML-2.5.1\lib;$(SolutionDir)FMOD\api\studio\lib\x86;$(SolutionDir)FMOD\api\core\lib\x86;$(SolutionDir)FMOD\plugins\resonance_audio\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>openal32.lib;sfml-main-d.lib;sfml-graphics-d.lib;sfml-window-d.lib;sfml-system-d.lib;sfml-audio-d.lib;sfml-network-d.lib;fmod_vc.lib;fmodstudio_vc.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
Expand All @@ -122,15 +122,15 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(SolutionDir)FMOD\api\studio\inc;$(SolutionDir)FMOD\api\core\inc;$(SolutionDir)FMOD\plugins\resonance_audio\inc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)FMOD\api\studio\inc;$(SolutionDir)FMOD\api\core\inc;$(SolutionDir)FMOD\plugins\resonance_audio\inc;$(SolutionDir)SFML-2.5.1\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<AdditionalLibraryDirectories>$(SolutionDir)FMOD\api\studio\lib\x86;$(SolutionDir)FMOD\api\core\lib\x86;$(SolutionDir)FMOD\plugins\resonance_audio\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>fmod_vc.lib;fmodstudio_vc.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)SFML-2.5.1\lib;$(SolutionDir)FMOD\api\studio\lib\x86;$(SolutionDir)FMOD\api\core\lib\x86;$(SolutionDir)FMOD\plugins\resonance_audio\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>openal32.lib;sfml-main-d.lib;sfml-graphics-d.lib;sfml-window-d.lib;sfml-system-d.lib;sfml-audio-d.lib;sfml-network-d.lib;fmod_vc.lib;fmodstudio_vc.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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34 changes: 25 additions & 9 deletions Digital_Sound_FMOD/goprint.cpp
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#include"goprint.h"
#include"goprint.h"

void go_to_xy(int x, int y) /* Go to the coordinate */
{
Expand All @@ -16,23 +16,39 @@ void go_print(int x, int y, float pos_x,float pos_z) /* Print t
void print_boundary()
{
go_to_xy(2, 2);
printf("��");
printf("");
for (int k = 0; k < 33; k++)
{
printf("��");
printf("");
}
printf("��\n");
printf("\n");
go_to_xy(2, 3);
printf("��");
printf("");
go_to_xy(19, 3);
printf("��\n");
printf("\n");
go_to_xy(2, 4);
printf("��");
printf("");
for (int k = 0; k < 33; k++)
{
printf("��");
printf("");
}
printf("��");
printf("┛");
}

void print_effect() {
int nKey;
go_to_xy(2, 6);
printf("********** Sound Effect **********\n");
go_to_xy(2, 7);
printf("1: ROOM \n");
go_to_xy(2, 8);
printf("2: CAVE \n");
go_to_xy(2, 9);
printf("3: BATHROOM \n");
go_to_xy(2, 10);
printf("4: CONCERTHALL \n");
go_to_xy(2, 11);
printf("5: OFF \n");
}

void RemoveCursor()
Expand Down
3 changes: 2 additions & 1 deletion Digital_Sound_FMOD/goprint.h
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Expand Up @@ -9,8 +9,9 @@
#include <windows.h>

void go_to_xy(int x, int y);
void go_print(int x, int y, float pos_x,float pos_z);
void go_print(int x, int y, float pos_x, float pos_z);
void print_boundary();
void RemoveCursor();
void print_effect();

#endif // GOPRINT_H_INCLUDED
108 changes: 83 additions & 25 deletions Digital_Sound_FMOD/main.cpp
Original file line number Diff line number Diff line change
@@ -1,88 +1,148 @@
#include <iostream>
#include <string>
#include <math.h>
#include <cmath>
#include <ctime>
#include <chrono>
#include <vector>
#include <thread>
#include<Windows.h>
#include<conio.h>
#include "goprint.h"
#include <SFML/Audio.hpp>


#include <fmod.hpp>
#include <fmod_errors.h>
#include <fmod_studio.h>
#include <RoomProperties.h>

#define PI 3.141592653589793238463
#define DISTANCE 5.0f

const int INTERFACE_UPDATETIME = 50;
const float DISTANCEFACTOR = 1.0f;

using namespace sf;
using namespace std;
using namespace std::chrono_literals;
using namespace FMOD;
using namespace vraudio;


int main(int argc, char *argv[])
{
RemoveCursor();
print_boundary();
FMOD_RESULT result;
print_effect();

char input[200] = "";
FMOD_RESULT result;
go_to_xy(5, 1);
printf("���� ���� �Է����ּ���");
Sleep(1500);
go_to_xy(5, 1);
printf(" ");
go_to_xy(5, 1);
System *system = nullptr;


//�����̸� �� ���� �Է�
scanf("%s", input);
go_to_xy(5, 1);
printf("��� ��带 �Է����ּ���");
int nKey = _getch();
printf(" ");

go_to_xy(5, 1);
printf("���������� ������Դϴ�..");

//�ý��� ����
// Create the main system object.
result = System_Create(&system);

// Initialize FMOD.
//result = system->setOutput(FMOD_OUTPUTTYPE_WAVWRITER); //audio output
result = system->setOutput(FMOD_OUTPUTTYPE_WAVWRITER); //audio output
//result ������ �ý��� �ʱ�ȭ �� 3D ����
result = system->init(512, FMOD_INIT_NORMAL, nullptr);
result = system->set3DSettings(1.0, DISTANCEFACTOR, 1.0f);

//The most traditional way to approach spatialization is by panning signal into virtual speakers,
//so with the introduction of 7.1.4 (7 horizontal plane speakers, 1 sub-woofer, 4 roof speakers)
result = system->setSoftwareFormat(0, FMOD_SPEAKERMODE_7POINT1POINT4, 0);
result = system->setSoftwareFormat(16000, FMOD_SPEAKERMODE_7POINT1POINT4, 0);


// Create the sound.
Sound *sound = nullptr;
result = system->createSound("mono.wav", FMOD_3D, nullptr, &sound);
result = sound->set3DMinMaxDistance(0.5f * DISTANCEFACTOR, 30.0f*DISTANCEFACTOR);
FMOD::Sound *sound = nullptr;

result = system->createSound(input, FMOD_3D, nullptr, &sound);
//���� �Ÿ� �̻� �Ǵ� �Ҹ� X
result = sound->set3DMinMaxDistance(0.0f * DISTANCEFACTOR, DISTANCE * DISTANCEFACTOR + 5.0f); // �־����� �� ������ ����
//result = sound->setMode(FMOD_LOOP_NORMAL);
sound->setMode(FMOD_3D_LINEARROLLOFF);

// Play the sound.
Channel *channel = nullptr;
result = system->playSound(sound, nullptr, false, &channel);
channel->setVolume(20);
channel->setVolume(5); // (5) ������ ���̸� ouput.wav���� �Ҹ��� �̻�����

//sound initial
FMOD_VECTOR pos = { 0.0f, 0.0f, 5.0f };
FMOD_VECTOR pos = { 0.0f, 0.0f, DISTANCE };

//3D effect
FMOD::Reverb3D *reverb;
result = system->createReverb3D(&reverb);
FMOD_REVERB_PROPERTIES prop2 = FMOD_PRESET_ROOM;
reverb->setProperties(&prop2);
float mindist = 0.5f;
float maxdist = 30.0f;

FMOD_REVERB_PROPERTIES prop1 = FMOD_PRESET_ROOM;
FMOD_REVERB_PROPERTIES prop2 = FMOD_PRESET_CAVE;
FMOD_REVERB_PROPERTIES prop3 = FMOD_PRESET_BATHROOM;
FMOD_REVERB_PROPERTIES prop4 = FMOD_PRESET_CONCERTHALL;
FMOD_REVERB_PROPERTIES prop5 = FMOD_PRESET_OFF;

switch (nKey) {
case '1':
reverb->setProperties(&prop1);
break;
case '2':
reverb->setProperties(&prop2);
break;
case '3':
reverb->setProperties(&prop3);
break;
case '4':
reverb->setProperties(&prop4);
break;
case '5':
reverb->setProperties(&prop5);
break;
}

float mindist = 0.01f;
float maxdist = DISTANCE * 2.0f;
reverb->set3DAttributes(&pos, mindist, maxdist);


// Position the listener at the origin
FMOD_VECTOR vel = { 0.0f, 0.0f, 0.0f };
//forward -> �Ҹ� ���� (z�� ���� ����)
FMOD_VECTOR forward = { 0.0f, 0.0f, 1.0f };
FMOD_VECTOR up = { 0.0f, 1.0f, 0.0f };
FMOD_VECTOR listenerpos = { 0.0f, 0.0f, -7.0f * DISTANCEFACTOR };
FMOD_VECTOR listenerpos = { 0.0f, 0.0f, -DISTANCE * DISTANCEFACTOR };
result = system->set3DListenerAttributes(0, &listenerpos, &vel, &forward, &up);

float radius = 5.0f;
float radius = DISTANCE;
//t �ʱⰪ -> ���� ����
float t = PI / 2.0;
float angular_velocity = 2.5 * PI/ 4.0;

//���ӵ� > ���� ���� > ���Ƿ� ����
//���� t�� �����ѵ� ������ ����ż� �Ϻη� ������ ���߷��� ������.
//float angular_velocity = 2.5 * PI/ 4.0;
float angular_velocity = 2.0 *PI / 4.0;
sf::Clock clock;
std::chrono::system_clock::time_point start = std::chrono::system_clock::now();

bool isPlaying = false;
do {
chrono::duration<float> dt = 1ms;
t += dt.count() * angular_velocity;
sf::Time dt = clock.restart();
//chrono::duration<float> dt = 1ms;
//dt- > 1ms
//t += dt.count() * angular_velocity;
t += dt.asSeconds() * angular_velocity;

pos.x = radius * cos(t);
pos.y = 1.0f;
Expand All @@ -95,8 +155,7 @@ int main(int argc, char *argv[])
//UI �Լ� ���� �ļ� ��ǥ ��ġ���� ���ŵǰԲ� �����.

go_to_xy(3, 3);
cout<< "x_pos:" << pos.x<<" "<< "z_pos:" << pos.z << endl;

cout << "x_pos:" << pos.x << " " << "z_pos:" << pos.z << endl;

system->update();

Expand All @@ -106,7 +165,6 @@ int main(int argc, char *argv[])
std::chrono::duration<double> sec = std::chrono::system_clock::now() - start;
std::cout << sec.count() << " seconds" << std::endl;


// Clean up.
sound->release();
system->release();
Expand Down
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7 changes: 7 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -1 +1,8 @@
# 프로그램 사용법 #

1. Visual Studio 에서 실행 (Ctrl+ F5)
2. 실행할 음원 파일 이름을 입력합니다.
### 이 때, 꼭 확장자 이름을 함께 작성하여 주세요!
### ex: mono.wav 입력 ###
3. 음원 재생에 사용할 필터 번호를 입력해주세요.
4. 음악이 재생됩니다.
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56 changes: 56 additions & 0 deletions SFML-2.5.1/include/SFML/Audio.hpp
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@@ -0,0 +1,56 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#ifndef SFML_AUDIO_HPP
#define SFML_AUDIO_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////

#include <SFML/System.hpp>
#include <SFML/Audio/InputSoundFile.hpp>
#include <SFML/Audio/Listener.hpp>
#include <SFML/Audio/Music.hpp>
#include <SFML/Audio/OutputSoundFile.hpp>
#include <SFML/Audio/Sound.hpp>
#include <SFML/Audio/SoundBuffer.hpp>
#include <SFML/Audio/SoundBufferRecorder.hpp>
#include <SFML/Audio/SoundFileFactory.hpp>
#include <SFML/Audio/SoundFileReader.hpp>
#include <SFML/Audio/SoundFileWriter.hpp>
#include <SFML/Audio/SoundRecorder.hpp>
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/Audio/SoundStream.hpp>


#endif // SFML_AUDIO_HPP

////////////////////////////////////////////////////////////
/// \defgroup audio Audio module
///
/// Sounds, streaming (musics or custom sources), recording,
/// spatialization.
///
////////////////////////////////////////////////////////////
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