mach/examples/play-opus/App.zig

181 lines
6 KiB
Zig

/// Loads and plays opus sound files.
///
/// Plays a long background music sound file that plays on repeat, and a short sound effect that
/// plays when pressing keys.
const std = @import("std");
const builtin = @import("builtin");
const mach = @import("mach");
const assets = @import("assets");
const gpu = mach.gpu;
const math = mach.math;
const sysaudio = mach.sysaudio;
pub const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .main, .init, .tick, .deinit, .audioStateChange };
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ mach.Audio, .init },
.{ App, .init },
.{ mach.Core, .main },
});
pub const deinit = mach.schedule(.{
.{ mach.Audio, .deinit },
});
window: mach.ObjectID,
/// Tag object we set as a child of mach.Audio objects to indicate they are background music.
// TODO(object): consider adding a better object 'tagging' system?
bgm: mach.Objects(.{}, struct {}),
sfx: mach.Audio.Opus,
pub fn init(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
app_mod: mach.Mod(App),
) !void {
// TODO(allocator): find a better way to get an allocator here
const allocator = std.heap.c_allocator;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
const window = try core.windows.new(.{
.title = "play-opus",
});
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.
audio.on_state_change = app_mod.id.audioStateChange;
const bgm_fbs = std.io.fixedBufferStream(assets.bgm.bit_bit_loop);
const bgm_sound_stream = std.io.StreamSource{ .const_buffer = bgm_fbs };
const bgm = try mach.Audio.Opus.decodeStream(allocator, bgm_sound_stream);
// TODO(object): bgm here is not freed inside of deinit(), if we had object-scoped allocators we
// could do this more nicely in real applications
const sfx_fbs = std.io.fixedBufferStream(assets.sfx.sword1);
const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
const sfx = try mach.Audio.Opus.decodeStream(allocator, sfx_sound_stream);
// Initialize module state
app.* = .{ .sfx = sfx, .bgm = app.bgm, .window = window };
const bgm_buffer = blk: {
audio.buffers.lock();
defer audio.buffers.unlock();
break :blk try audio.buffers.new(.{
.samples = bgm.samples,
.channels = bgm.channels,
});
};
const bgm_obj = try app.bgm.new(.{});
try app.bgm.setParent(bgm_obj, bgm_buffer);
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", .{});
}
pub fn audioStateChange(audio: *mach.Audio, app: *App) !void {
audio.buffers.lock();
defer audio.buffers.unlock();
// Find audio entities that are no longer playing
var buffers = audio.buffers.slice();
while (buffers.next()) |buf_id| {
if (audio.buffers.get(buf_id, .playing)) continue;
// If the buffer has a bgm object as a child, then we consider it background music
if (try app.bgm.getFirstChildOfType(buf_id)) |_| {
// Repeat background music forever
audio.buffers.set(buf_id, .index, 0);
audio.buffers.set(buf_id, .playing, true);
} else audio.buffers.delete(buf_id);
}
}
pub fn tick(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
) !void {
while (core.nextEvent()) |event| {
switch (event) {
.key_press => |ev| switch (ev.key) {
.down => {
const vol = math.clamp(try audio.player.volume() - 0.1, 0, 1);
try audio.player.setVolume(vol);
std.debug.print("[volume] {d:.0}%\n", .{vol * 100.0});
},
.up => {
const vol = math.clamp(try audio.player.volume() + 0.1, 0, 1);
try audio.player.setVolume(vol);
std.debug.print("[volume] {d:.0}%\n", .{vol * 100.0});
},
else => {
// Play a new SFX
audio.buffers.lock();
defer audio.buffers.unlock();
_ = try audio.buffers.new(.{
.samples = app.sfx.samples,
.channels = app.sfx.channels,
// Start 0.15s into the sfx, which removes the silence at the start of the
// audio clip and makes it more apparent the low latency between pressing a
// key and sfx actually playing.
.index = @intFromFloat(@as(f32, @floatFromInt(audio.player.sampleRate() * app.sfx.channels)) * 0.15),
});
},
},
.close => core.exit(),
else => {},
}
}
var window = core.windows.getValue(app.window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = window.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,
}));
defer render_pass.release();
// Draw nothing
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
window.queue.submit(&[_]*gpu.CommandBuffer{command});
}