agb/examples/the-purple-night/src/sfx.rs

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use agb::fixnum::Num;
use agb::rng;
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use agb::sound::mixer::{ChannelId, Mixer, SoundChannel};
const BAT_DEATH: &[u8] = agb::include_wav!("sfx/BatDeath.wav");
const BAT_FLAP: &[u8] = agb::include_wav!("sfx/BatFlap.wav");
const JUMP1: &[u8] = agb::include_wav!("sfx/Jump1.wav");
const JUMP2: &[u8] = agb::include_wav!("sfx/Jump2.wav");
const JUMP3: &[u8] = agb::include_wav!("sfx/Jump3.wav");
const PLAYER_GETS_HIT: &[u8] = agb::include_wav!("sfx/PlayerGetsHit.wav");
const PLAYER_HEAL: &[u8] = agb::include_wav!("sfx/PlayerHeal.wav");
const PLAYER_LANDS: &[u8] = agb::include_wav!("sfx/PlayerLands.wav");
const SLIME_BOING: &[u8] = agb::include_wav!("sfx/SlimeBoing.wav");
const SLIME_DEATH: &[u8] = agb::include_wav!("sfx/SlimeDeath.wav");
const SWORD_SWING: &[u8] = agb::include_wav!("sfx/SwordSwing.wav");
const FLAME_CHARGE: &[u8] = agb::include_wav!("sfx/FlameCharge.wav");
const BOSS_FLAME_MOVE: &[u8] = agb::include_wav!("sfx/FlameMove.wav");
const BURNING_FLAME: &[u8] = agb::include_wav!("sfx/Burning.wav");
const EMU_CRASH: &[u8] = agb::include_wav!("sfx/EmuCrash.wav");
const EMU_STEP: &[u8] = agb::include_wav!("sfx/EmuStep.wav");
const EMU_DEATH: &[u8] = agb::include_wav!("sfx/EmuDeath.wav");
const PURPLE_NIGHT: &[u8] = agb::include_wav!("sfx/01 - The Purple Night (Main Loop).wav");
const SUNRISE: &[u8] = agb::include_wav!("sfx/02 - Sunrise (Main Loop).wav");
const BLUE_SPIRIT: &[u8] = agb::include_wav!("sfx/03 - Blue Spirit (Main Loop).wav");
pub struct Sfx<'a> {
bgm: Option<ChannelId>,
mixer: &'a mut Mixer<'a>,
}
impl<'a> Sfx<'a> {
pub fn new(mixer: &'a mut Mixer<'a>) -> Self {
Self { mixer, bgm: None }
}
pub fn frame(&mut self) {
self.mixer.frame();
}
pub fn after_vblank(&mut self) {
self.mixer.after_vblank();
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}
pub fn stop_music(&mut self) {
if let Some(bgm) = &self.bgm {
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let channel = self.mixer.channel(bgm).unwrap();
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channel.stop();
}
self.bgm = None;
}
pub fn purple_night(&mut self) {
if let Some(bgm) = &self.bgm {
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let channel = self.mixer.channel(bgm).unwrap();
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channel.stop();
}
let mut channel = SoundChannel::new_high_priority(PURPLE_NIGHT);
channel.stereo().should_loop();
self.bgm = self.mixer.play_sound(channel);
}
pub fn sunrise(&mut self) {
if let Some(bgm) = &self.bgm {
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let channel = self.mixer.channel(bgm).unwrap();
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channel.stop();
}
let mut channel = SoundChannel::new_high_priority(SUNRISE);
channel.stereo().should_loop();
self.bgm = self.mixer.play_sound(channel);
}
pub fn boss(&mut self) {
if let Some(bgm) = &self.bgm {
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let channel = self.mixer.channel(bgm).unwrap();
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channel.stop();
}
let mut channel = SoundChannel::new_high_priority(BLUE_SPIRIT);
channel.stereo().should_loop();
self.bgm = self.mixer.play_sound(channel);
}
pub fn jump(&mut self) {
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let r = rng::gen() % 3;
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let channel = match r {
0 => SoundChannel::new(JUMP1),
1 => SoundChannel::new(JUMP2),
_ => SoundChannel::new(JUMP3),
};
self.mixer.play_sound(channel);
}
pub fn sword(&mut self) {
self.mixer.play_sound(SoundChannel::new(SWORD_SWING));
}
pub fn slime_boing(&mut self) {
let mut channel = SoundChannel::new(SLIME_BOING);
let one: Num<i16, 4> = 1.into();
channel.volume(one / 4);
self.mixer.play_sound(channel);
}
pub fn slime_dead(&mut self) {
let channel = SoundChannel::new(SLIME_DEATH);
self.mixer.play_sound(channel);
}
pub fn player_hurt(&mut self) {
self.mixer.play_sound(SoundChannel::new(PLAYER_GETS_HIT));
}
pub fn player_heal(&mut self) {
self.mixer.play_sound(SoundChannel::new(PLAYER_HEAL));
}
pub fn player_land(&mut self) {
self.mixer.play_sound(SoundChannel::new(PLAYER_LANDS));
}
pub fn bat_flap(&mut self) {
self.mixer.play_sound(SoundChannel::new(BAT_FLAP));
}
pub fn bat_death(&mut self) {
self.mixer.play_sound(SoundChannel::new(BAT_DEATH));
}
pub fn flame_charge(&mut self) {
self.mixer.play_sound(SoundChannel::new(FLAME_CHARGE));
}
pub fn boss_move(&mut self) {
self.mixer.play_sound(SoundChannel::new(BOSS_FLAME_MOVE));
}
pub fn burning(&mut self) {
self.mixer.play_sound(SoundChannel::new(BURNING_FLAME));
}
pub fn emu_step(&mut self) {
self.mixer.play_sound(SoundChannel::new(EMU_STEP));
}
pub fn emu_crash(&mut self) {
self.mixer.play_sound(SoundChannel::new(EMU_CRASH));
}
pub fn emu_death(&mut self) {
self.mixer.play_sound(SoundChannel::new(EMU_DEATH));
}
}