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Document the whole of mixer/mod.rs
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@ -102,6 +102,8 @@ pub use sw_mixer::Mixer;
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use crate::fixnum::Num;
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/// Controls access to the mixer and the underlying hardware it uses. A zero sized type that
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/// ensures that mixer access is exclusive.
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#[non_exhaustive]
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pub struct MixerController {}
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@ -110,6 +112,7 @@ impl MixerController {
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MixerController {}
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}
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/// Get a [`Mixer`] in order to start producing sounds.
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pub fn mixer(&mut self) -> Mixer {
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Mixer::new()
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}
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@ -121,6 +124,52 @@ enum SoundPriority {
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Low,
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}
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/// Describes one sound which should be playing. This could be a sound effect or
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/// the background music. Use the factory methods on this to modify how it is played.
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///
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/// You _must_ set stereo sounds with [`.stereo()`](SoundChannel::stereo) or it will play as mono and at
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/// half the intended speed.
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///
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/// SoundChannels are very cheap to create, so don't worry about creating a brand new
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/// one for every single sound you want to play.
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///
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/// SoundChannels can be either 'low priority' or 'high priority'. A high priority
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/// sound channel will override 'low priority' sound channels which are already playing
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/// to ensure that it is always running. A 'low priority' sound channel will not override
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/// any other channel.
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///
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/// This is because you can only play up to 8 channels at once, and so high priority channels
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/// are prioritised over low priority channels to ensure that sounds that you always want
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/// playing will always play.
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///
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/// # Example
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///
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/// ## Playing background music (stereo)
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///
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/// Background music is generally considered 'high priority' because you likely want it to
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/// play regardless of whether you have lots of sound effects playing. You create a high
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/// priority sound channel using [`new_high_priority`](SoundChannel::new_high_priority).
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///
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/// ```
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/// // in global scope:
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/// const MY_BGM: [u8] = include_wav!("sfx/my_bgm.wav");
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///
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/// // somewhere in code
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/// let mut bgm = SoundChannel::new_high_priority(MY_BGM);
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/// bgm.stereo().should_loop();
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/// let _ = mixer.play_sound(bgm);
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/// ```
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///
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/// ## Playing a sound effect
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///
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/// ```
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/// // in global scope:
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/// const JUMP_SOUND: [u8] = include_wav!("sfx/jump_sound.wav");
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///
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/// // somewhere in code
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/// let jump_sound = SoundChannel::new(MY_JUMP_SOUND);
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/// let _ = mixer.play_sound(jump_sound);
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/// ```
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pub struct SoundChannel {
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data: &'static [u8],
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pos: Num<usize, 8>,
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@ -138,6 +187,23 @@ pub struct SoundChannel {
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}
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impl SoundChannel {
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/// Creates a new low priority [`SoundChannel`].
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///
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/// A low priority sound channel will be overridden by a high priority one if
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/// the mixer runs out of channels.
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///
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/// Low priority sound channels are intended for sound effects.
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///
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/// # Example
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///
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/// ```
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/// // in global scope:
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/// const JUMP_SOUND: [u8] = include_wav!("sfx/jump_sound.wav");
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///
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/// // somewhere in code
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/// let jump_sound = SoundChannel::new(MY_JUMP_SOUND);
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/// let _ = mixer.play_sound(jump_sound);
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/// ```
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#[inline(always)]
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#[must_use]
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pub fn new(data: &'static [u8]) -> Self {
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@ -154,6 +220,26 @@ impl SoundChannel {
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}
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}
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/// Creates a new high priority [`SoundChannel`].
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///
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/// A high priority sound channel will override low priority ones if
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/// the mixer runs out of channels. They will also never be overriden
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/// by other high priority channels.
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///
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/// High priority channels are intended for background music and for
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/// important, game breaking sound effects if you have any.
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///
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/// # Example
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///
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/// ```
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/// // in global scope:
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/// const MY_BGM: [u8] = include_wav!("sfx/my_bgm.wav");
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///
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/// // somewhere in code
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/// let mut bgm = SoundChannel::new_high_priority(MY_BGM);
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/// bgm.stereo().should_loop();
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/// let _ = mixer.play_sound(bgm);
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/// ```
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#[inline(always)]
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#[must_use]
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pub fn new_high_priority(data: &'static [u8]) -> Self {
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@ -170,18 +256,32 @@ impl SoundChannel {
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}
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}
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/// Sets that a sound channel should loop back to the start once it has
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/// finished playing rather than stopping.
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#[inline(always)]
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pub fn should_loop(&mut self) -> &mut Self {
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self.should_loop = true;
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self
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}
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/// Sets the speed at which this should channel should be played. Defaults
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/// to 1 with values between 0 and 1 being slower above 1 being faster.
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///
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/// Note that this only works for mono sounds. Stereo sounds will not change
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/// how fast they play.
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#[inline(always)]
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pub fn playback(&mut self, playback_speed: Num<usize, 8>) -> &mut Self {
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self.playback_speed = playback_speed;
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self
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}
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/// Sets how far left or right the sound effect should be played.
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/// Must be a value between -1 and 1 (inclusive). -1 means fully played
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/// on the left, 1 fully on the right and values in between allowing for
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/// partial levels.
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///
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/// Defaults to 0 (meaning equal on left and right) and doesn't affect stereo
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/// sounds.
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#[inline(always)]
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pub fn panning(&mut self, panning: Num<i16, 4>) -> &mut Self {
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debug_assert!(panning >= Num::new(-1), "panning value must be >= -1");
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@ -191,6 +291,10 @@ impl SoundChannel {
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self
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}
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/// Sets the volume for how loud the sound should be played. Note that if
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/// you play it too loud, the sound will clip sounding pretty terrible.
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///
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/// Must be a value >= 0 and defaults to 1.
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#[inline(always)]
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pub fn volume(&mut self, volume: Num<i16, 4>) -> &mut Self {
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assert!(volume >= Num::new(0), "volume must be >= 0");
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@ -199,6 +303,9 @@ impl SoundChannel {
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self
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}
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/// Sets that the sound effect should be played in stereo. Not setting this
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/// will result in the sound playing at half speed and mono. Setting this on
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/// a mono sound will cause some interesting results (and play it at double speed).
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#[inline(always)]
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pub fn stereo(&mut self) -> &mut Self {
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self.is_stereo = true;
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@ -206,6 +313,7 @@ impl SoundChannel {
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self
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}
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/// Stops the sound from playing.
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#[inline(always)]
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pub fn stop(&mut self) {
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self.is_done = true;
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