add play-opus example

This commit is contained in:
Ali Chraghi 2024-05-05 21:10:07 +03:30
parent cbf066ade5
commit 5bd6d0cf3d
4 changed files with 195 additions and 2 deletions

163
examples/play-opus/App.zig Normal file
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/// Load two opus sound files:
/// - One long ~3 minute sound file (BGM/Background music) that plays on repeat
/// - One short sound file (SFX/Sound effect) that plays when you press a key
const std = @import("std");
const builtin = @import("builtin");
const mach = @import("mach");
const assets = @import("assets");
const opus = @import("opus");
const gpu = mach.gpu;
const math = mach.math;
const sysaudio = mach.sysaudio;
pub const App = @This();
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const events = .{
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.audio_state_change = .{ .handler = audioStateChange },
};
pub const components = .{
.is_bgm = .{ .type = void },
};
sfx: []const f32,
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) !void {
// Initialize audio module, telling it to send our module's .audio_state_change event when an
// entity's sound stops playing
audio.send(.init, .{app.event(.audio_state_change)});
const bgm_fbs = std.io.fixedBufferStream(assets.bgm.bit_bit_loop);
const sfx_fbs = std.io.fixedBufferStream(assets.sfx.death);
var sound_stream = std.io.StreamSource{ .const_buffer = bgm_fbs };
const bgm = try opus.decodeStream(gpa.allocator(), sound_stream);
sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
const sfx = try opus.decodeStream(gpa.allocator(), sound_stream);
// Initialize module state
app.init(.{ .sfx = sfx.samples });
const bgm_entity = try audio.newEntity();
try app.set(bgm_entity, .is_bgm, {});
try audio.set(bgm_entity, .samples, bgm.samples);
try audio.set(bgm_entity, .playing, true);
try audio.set(bgm_entity, .index, 0);
std.debug.print("controls:\n", .{});
std.debug.print("[typing] Play SFX\n", .{});
std.debug.print("[arrow up] increase volume 10%\n", .{});
std.debug.print("[arrow down] decrease volume 10%\n", .{});
core.send(.start, .{});
}
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
audio.send(.deinit, .{});
core.send(.deinit, .{});
}
fn audioStateChange(
audio: *mach.Audio.Mod,
app: *Mod,
) !void {
// Find audio entities that are no longer playing
var archetypes_iter = audio.entities.query(.{ .all = &.{.{ .mach_audio = &.{.playing} }} });
while (archetypes_iter.next()) |archetype| {
for (
archetype.slice(.entity, .id),
archetype.slice(.mach_audio, .playing),
) |id, playing| {
if (playing) continue;
if (app.get(id, .is_bgm)) |_| {
// Repeat background music
try audio.set(id, .index, 0);
try audio.set(id, .playing, true);
} else {
// Remove the entity for the old sound
try audio.removeEntity(id);
}
}
}
}
fn tick(
core: *mach.Core.Mod,
audio: *mach.Audio.Mod,
app: *Mod,
) !void {
// TODO(Core)
var iter = mach.core.pollEvents();
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| switch (ev.key) {
.down => {
const vol = math.clamp(try audio.state().player.volume() - 0.1, 0, 1);
try audio.state().player.setVolume(vol);
std.debug.print("[volume] {d:.0}%\n", .{vol * 100.0});
},
.up => {
const vol = math.clamp(try audio.state().player.volume() + 0.1, 0, 1);
try audio.state().player.setVolume(vol);
std.debug.print("[volume] {d:.0}%\n", .{vol * 100.0});
},
else => {
// Play a new SFX
const entity = try audio.newEntity();
try audio.set(entity, .samples, app.state().sfx);
try audio.set(entity, .index, 0);
try audio.set(entity, .playing, true);
},
},
.close => core.send(.exit, .{}),
else => {},
}
}
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(name) ++ ".tick";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = sky_blue_background,
.load_op = .clear,
.store_op = .store,
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Draw nothing
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
core.send(.present_frame, .{});
}

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const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
pub const modules = .{
mach.Core,
mach.Audio,
@import("App.zig"),
};
// TODO(important): use standard entrypoint instead
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
// Main loop
while (try mach.core.tick()) {}
}