Document the whole of mixer/mod.rs

This commit is contained in:
Gwilym Kuiper 2022-07-12 12:50:40 +01:00
parent d3c8480ce0
commit ead344ca0b

View file

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