Dreikblack Posted May 25, 2023 Share Posted May 25, 2023 No problem with models but LoadSound returns null (and works for sounds outside an archive). In the asset editor sounds can be loaded. #include "UltraEngine.h" #include "Components/CameraControls.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader"); //Load model WString path = AppDir(); auto pak = LoadPackage(path + "/PAK0.PAK"); ChangeDir(path); auto model = LoadModel(world, "progs/quaddama.mdl"); model->Turn(0, 180, 0, true); auto soundPath = WString("sound/misc/water2.waw"); auto sound = LoadSound(soundPath); sound->Play(); //Environment maps auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds"); auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds"); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_BACKGROUND); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 1); camera->SetPosition(model->GetBounds().center); camera->Move(0, 0, -0.3); camera->SetRange(0.01, 100); camera->SetFov(70); camera->AddPostEffect(LoadPostEffect("Shaders/PostEffects/FXAA.json")); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(1.2); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted May 25, 2023 Solution Share Posted May 25, 2023 47 minutes ago, Dreikblack said: water2.waw Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted May 25, 2023 Author Share Posted May 25, 2023 I chose for an example a sound with simple name and path just to make sure it has not typo Will make water tiles but later. Quote Link to comment Share on other sites More sharing options...
IceBurger Posted May 25, 2023 Share Posted May 25, 2023 7 minutes ago, Josh said: You don't know about WaW files? Quote i now hate love C++ Beeeeeeeeeeeeeep~~This is a test of the emergency signature system~~Beeeeeeeeeeeeeep RX 6800XT | i5-13600KF | 32GB DDR5 | 1440p is perfect Link to comment Share on other sites More sharing options...
Dreikblack Posted May 25, 2023 Author Share Posted May 25, 2023 Oh wait, wav, not waw, so it was a typo after all 2 Quote Link to comment Share on other sites More sharing options...
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