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