mach/examples/play-opus/App.zig
Stephen Gutekanst 0e12857154 examples/core: building without ECS
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-11-23 21:20:04 -07:00

174 lines
5.4 KiB
Zig

/// 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 gpu = mach.gpu;
const math = mach.math;
const sysaudio = mach.sysaudio;
pub const App = @This();
// TODO: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick, .audio_state_change };
pub const components = .{
.is_bgm = .{ .type = void },
};
sfx: mach.Audio.Opus,
fn start(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
) !void {
core.schedule(.init);
audio.schedule(.init);
app.schedule(.init);
}
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core,
audio: *mach.Audio,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_audio_state_change: mach.Call(App, .audio_state_change),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
// 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_audio_state_change.id;
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(gpa.allocator(), bgm_sound_stream);
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(gpa.allocator(), sfx_sound_stream);
// Initialize module state
app.init(.{ .sfx = sfx });
const bgm_entity = try entities.new();
try app.set(bgm_entity, .is_bgm, {});
try audio.set(bgm_entity, .samples, bgm.samples);
try audio.set(bgm_entity, .channels, bgm.channels);
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", .{});
}
fn deinit(audio: *mach.Audio) void {
audio.schedule(.deinit);
}
fn audioStateChange(
entities: *mach.Entities.Mod,
audio: *mach.Audio,
app: *App,
) !void {
// Find audio entities that are no longer playing
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.playings = mach.Audio.read(.playing),
});
while (q.next()) |v| {
for (v.ids, v.playings) |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 entities.remove(id);
}
}
}
}
fn tick(
entities: *mach.Entities.Mod,
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
const e = try entities.new();
try audio.set(e, .samples, app.sfx.samples);
try audio.set(e, .channels, app.sfx.channels);
try audio.set(e, .index, 0);
try audio.set(e, .playing, true);
},
},
.close => core.exit(),
else => {},
}
}
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.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();
core.queue.submit(&[_]*gpu.CommandBuffer{command});
}