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Improve sound
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parent
f71479e5ec
commit
63319b72bf
30
main.c
30
main.c
@ -94,7 +94,9 @@ static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
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samples provided in sounds.h, and it may or may not ignore the volume
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parameter (which is 0 to 255). Depending on the platform the function can play
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completely different samples or even e.g. just beeps. If the platform can't
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play sounds, this function implementation can simply be left empty.
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play sounds, this function implementation can simply be left empty. This
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function doesn't have to implement safety measures, the back end takes cares
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of them.
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*/
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void SFG_playSound(uint8_t soundIndex, uint8_t volume);
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@ -248,6 +250,9 @@ struct
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for mouse control. */
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} SFG_player;
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uint8_t SFG_explosionSoundPlayed; /**< Prevents playing too many explosion
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sounds at once */
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RCL_RayConstraints SFG_rayConstraints;
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/**
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@ -350,6 +355,19 @@ uint8_t SFG_random()
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return SFG_currentRandom;
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}
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void SFG_playSoundSafe(uint8_t soundIndex, uint8_t volume)
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{
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if (soundIndex == 2) // explosion?
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{
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if (!SFG_explosionSoundPlayed)
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SFG_playSound(soundIndex,volume);
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SFG_explosionSoundPlayed = 1;
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}
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else
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SFG_playSound(soundIndex,volume);
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}
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/**
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Returns a damage value for specific attack type (SFG_WEAPON_FIRE_TYPE_...),
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with added randomness (so the values will differe). For explosion pass
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@ -1772,6 +1790,8 @@ static inline uint8_t SFG_elementCollides(
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*/
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void SFG_gameStep()
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{
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SFG_explosionSoundPlayed = 0;
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for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
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SFG_keyStates[i] = (SFG_keyStates[i] << 1) | SFG_keyPressed(i);
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@ -1812,7 +1832,7 @@ void SFG_gameStep()
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if (canShoot)
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{
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SFG_playSound(0,255);
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SFG_playSoundSafe(0,255);
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if (ammo != SFG_AMMO_NONE)
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SFG_player.ammo[ammo] -= projectileCount;
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@ -2184,7 +2204,7 @@ void SFG_gameStep()
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SFG_removeItem(i);
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SFG_player.lastItemTakenFrame = SFG_gameFrame;
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i--;
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SFG_playSound(3,255);
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SFG_playSoundSafe(3,255);
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#endif
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}
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else // collide
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@ -2407,7 +2427,7 @@ void SFG_gameStep()
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SFG_DOOR_UP_DOWN_MASK : 0x00;
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if (upDownState != newUpDownState)
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SFG_playSound(1,255);
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SFG_playSoundSafe(1,255);
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door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) | newUpDownState;
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@ -2533,7 +2553,7 @@ void SFG_gameStep()
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else if (monster->health == 0)
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{
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monster->stateType = SFG_MR_TYPE(*monster) | SFG_MONSTER_STATE_DYING;
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SFG_playSound(2,255);
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SFG_playSoundSafe(2,255);
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}
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else if (state != SFG_MONSTER_STATE_INACTIVE)
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{
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@ -173,33 +173,37 @@ void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infin
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#endif
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uint8_t audioBuff[SFG_SFX_SAMPLE_COUNT];
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uint32_t audioPos = 0;
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uint16_t audioPos = 0;
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void audioFillCallback(void *userdata, uint8_t *s, int l)
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{
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if (audioPos >= SFG_SFX_SAMPLE_COUNT)
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SDL_PauseAudio(1);
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for (int i = 0; i < l; ++i)
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if (audioPos < SFG_SFX_SAMPLE_COUNT)
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{
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s[i] = audioBuff[audioPos];
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audioPos++;
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}
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else
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s[i] = 127;
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{
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s[i] = audioBuff[audioPos];
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audioBuff[audioPos] = 127;
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audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0;
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}
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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uint8_t volumeStep = volume / 16;
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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audioBuff[i] = SFG_GET_SFX_SAMPLE(soundIndex,i) * volumeStep;
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uint16_t pos = audioPos;
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audioPos = 0;
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SDL_PauseAudio(0);
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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{
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int16_t mixedValue =
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audioBuff[pos] - 127 + SFG_GET_SFX_SAMPLE(soundIndex,i) * volumeStep;
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mixedValue = (mixedValue > 0) ? ((mixedValue < 255) ? mixedValue : 255) : 0;
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audioBuff[pos] = mixedValue;
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pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0;
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}
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}
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int main(int argc, char *argv[])
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@ -278,6 +282,11 @@ int main(int argc, char *argv[])
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if (SDL_OpenAudio(&audioSpec, NULL) < 0)
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printf("SDL: could not initialize audio\n");
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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audioBuff[i] = 127;
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SDL_PauseAudio(0);
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running = 1;
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#ifdef __EMSCRIPTEN__
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@ -289,6 +298,7 @@ int main(int argc, char *argv[])
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printf("SDL: freeing SDL\n");
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SDL_PauseAudio(1);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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