172 lines
5.6 KiB
Zig
172 lines
5.6 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 },
|
|
});
|
|
|
|
|
|
/// 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;
|
|
|
|
// 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 };
|
|
|
|
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,
|
|
});
|
|
},
|
|
},
|
|
.close => core.exit(),
|
|
else => {},
|
|
}
|
|
}
|
|
|
|
var main_window = core.windows.getValue(core.main_window);
|
|
|
|
// Grab the back buffer of the swapchain
|
|
// TODO(Core)
|
|
const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
|
|
defer back_buffer_view.release();
|
|
|
|
// Create a command encoder
|
|
const label = @tagName(mach_module) ++ ".tick";
|
|
const encoder = main_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();
|
|
main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
|
|
}
|