agb/examples/the-dungeon-puzzlers-lament/src/sfx.rs

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2023-07-20 02:41:17 +10:00
use agb::{
include_wav,
sound::mixer::{Mixer, SoundChannel},
};
const BGM: &[u8] = include_wav!("sfx/bgm.wav");
const BAD_SELECTION: &[u8] = include_wav!("sfx/bad.wav");
const SELECT: &[u8] = include_wav!("sfx/select.wav");
const PLACE: &[u8] = include_wav!("sfx/place.wav");
const BANG: &[u8] = include_wav!("sfx/bang.wav");
const SWORD_HIT: &[u8] = include_wav!("sfx/sword_hit.wav");
const SLIME_DEATH: &[u8] = include_wav!("sfx/slime_death.wav");
const SWORD_PICKUP: &[u8] = include_wav!("sfx/sword_pickup.wav");
const WALL_HIT: &[u8] = include_wav!("sfx/wall_hit.wav");
const DOOR_OPEN: &[u8] = include_wav!("sfx/door_open.wav");
const SWICTH_TOGGLES: &[&[u8]] = &[include_wav!("sfx/switch_toggle1.wav")];
pub struct Sfx<'a> {
mixer: &'a mut Mixer<'a>,
}
impl<'a> Sfx<'a> {
pub fn new(mixer: &'a mut Mixer<'a>) -> Self {
let mut bgm_channel = SoundChannel::new_high_priority(BGM);
bgm_channel.stereo().should_loop();
mixer.play_sound(bgm_channel);
mixer.enable();
Self { mixer }
}
pub fn frame(&mut self) {
self.mixer.frame();
}
pub fn bad_selection(&mut self) {
self.mixer.play_sound(SoundChannel::new(BAD_SELECTION));
}
pub fn select(&mut self) {
self.mixer.play_sound(SoundChannel::new(SELECT));
}
pub fn place(&mut self) {
self.mixer.play_sound(SoundChannel::new(PLACE));
}
pub fn play_sound_effect(&mut self, effect: Option<SoundEffect>) {
if let Some(effect) = effect {
match effect {
SoundEffect::DoorFail | SoundEffect::WallHit => {
self.mixer.play_sound(SoundChannel::new(WALL_HIT));
}
SoundEffect::SlimeDie => {
self.mixer.play_sound(SoundChannel::new(SLIME_DEATH));
}
SoundEffect::HeroDie => {}
SoundEffect::SquidDie => {}
SoundEffect::SwordPickup => {
self.mixer.play_sound(SoundChannel::new(SWORD_PICKUP));
}
SoundEffect::SwordKill => {
self.mixer.play_sound(SoundChannel::new(SWORD_HIT));
}
SoundEffect::SwordFail => {
self.mixer.play_sound(SoundChannel::new(BANG));
}
SoundEffect::KeyPickup => {}
SoundEffect::DoorOpen => {
self.mixer.play_sound(SoundChannel::new(DOOR_OPEN));
}
SoundEffect::SwitchToggle => {
self.mixer.play_sound(SoundChannel::new(SWICTH_TOGGLES[0]));
}
SoundEffect::KeyDrop => {}
SoundEffect::SwordDrop => {}
SoundEffect::SwitchedDoorToggle => {}
SoundEffect::SpikesToggle => {}
}
}
}
}
#[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)]
pub enum SoundEffect {
SlimeDie,
HeroDie,
SquidDie,
SwordPickup,
SwordKill,
SwordFail,
KeyPickup,
DoorFail,
DoorOpen,
SwitchToggle,
KeyDrop,
SwordDrop,
SwitchedDoorToggle,
SpikesToggle,
WallHit,
}