use agb::fixnum::num; use agb::sound::mixer::{ChannelId, Mixer, SoundChannel}; use agb::{include_wav, rng}; const DICE_ROLLS: &[&[u8]] = &[ include_wav!("sfx/SingleRoll_1.wav"), include_wav!("sfx/SingleRoll_2.wav"), include_wav!("sfx/SingleRoll_3.wav"), include_wav!("sfx/SingleRoll_4.wav"), include_wav!("sfx/SingleRoll_5.wav"), ]; const MULTI_ROLLS: &[&[u8]] = &[ include_wav!("sfx/MultiRoll_1.wav"), include_wav!("sfx/MultiRoll_2.wav"), include_wav!("sfx/MultiRoll_3.wav"), include_wav!("sfx/MultiRoll_4.wav"), include_wav!("sfx/MultiRoll_5.wav"), ]; const MENU_BGM: &[u8] = include_wav!("sfx/BGM_Menu.wav"); const BATTLE_BGM: &[u8] = include_wav!("sfx/BGM_Fight.wav"); const TITLE_BGM: &[u8] = include_wav!("sfx/BGM_Title.wav"); const SHOOT: &[u8] = include_wav!("sfx/shoot.wav"); const SHOT_HIT: &[u8] = include_wav!("sfx/shot_hit.wav"); const SHIP_EXPLODE: &[u8] = include_wav!("sfx/ship_explode.wav"); const MOVE_CURSOR: &[u8] = include_wav!("sfx/move_cursor.wav"); const SELECT: &[u8] = include_wav!("sfx/select.wav"); const BACK: &[u8] = include_wav!("sfx/back.wav"); const ACCEPT: &[u8] = include_wav!("sfx/accept.wav"); const SHIELD_DOWN: &[u8] = include_wav!("sfx/shield_down.wav"); const SHIELD_UP: &[u8] = include_wav!("sfx/shield_up.wav"); const SHIELD_DEFEND: &[u8] = include_wav!("sfx/shield_defend.wav"); const DISRUPT: &[u8] = include_wav!("sfx/disrupt.wav"); const HEAL: &[u8] = include_wav!("sfx/heal.wav"); const SEND_BURST_SHIELD: &[u8] = include_wav!("sfx/send_burst_shield.wav"); const BURST_SHIELD_HIT: &[u8] = include_wav!("sfx/burst_shield_hit.wav"); #[derive(Clone, Copy, PartialEq, Eq)] enum BattleOrMenu { Battle, Menu, Title, } pub struct Sfx<'a> { mixer: &'a mut Mixer, state: BattleOrMenu, current_bgm: ChannelId, } impl<'a> Sfx<'a> { pub fn new(mixer: &'a mut Mixer) -> Self { let mut title_music = SoundChannel::new_high_priority(TITLE_BGM); title_music.should_loop(); let title_channel = mixer.play_sound(title_music).unwrap(); Self { mixer, state: BattleOrMenu::Title, current_bgm: title_channel, } } pub fn frame(&mut self) { self.mixer.frame(); } pub fn battle(&mut self) { if self.state == BattleOrMenu::Battle { return; } self.state = BattleOrMenu::Battle; let current_channel = self.mixer.channel(&self.current_bgm).unwrap(); let pos = current_channel.pos(); current_channel.stop(); let mut battle_music = SoundChannel::new_high_priority(BATTLE_BGM); battle_music.should_loop().set_pos(pos); self.current_bgm = self.mixer.play_sound(battle_music).unwrap(); } pub fn customise(&mut self) { if self.state == BattleOrMenu::Menu { return; } let should_restart = self.state == BattleOrMenu::Title; self.state = BattleOrMenu::Menu; let current_channel = self.mixer.channel(&self.current_bgm).unwrap(); let pos = current_channel.pos(); current_channel.stop(); let mut menu_music = SoundChannel::new_high_priority(MENU_BGM); menu_music .should_loop() .set_pos(if should_restart { 0.into() } else { pos }); self.current_bgm = self.mixer.play_sound(menu_music).unwrap(); } pub fn title_screen(&mut self) { if self.state == BattleOrMenu::Title { return; } self.state = BattleOrMenu::Title; self.mixer.channel(&self.current_bgm).unwrap().stop(); let mut title_music = SoundChannel::new_high_priority(TITLE_BGM); title_music.should_loop(); self.current_bgm = self.mixer.play_sound(title_music).unwrap(); } pub fn roll(&mut self) { let roll_sound_to_use = rng::gen().rem_euclid(DICE_ROLLS.len() as i32); let sound_channel = SoundChannel::new(DICE_ROLLS[roll_sound_to_use as usize]); self.mixer.play_sound(sound_channel); } pub fn roll_multi(&mut self) { let roll_sound_to_use = rng::gen().rem_euclid(MULTI_ROLLS.len() as i32); let sound_channel = SoundChannel::new(MULTI_ROLLS[roll_sound_to_use as usize]); self.mixer.play_sound(sound_channel); } pub fn shoot(&mut self) { self.mixer.play_sound(SoundChannel::new(SHOOT)); } pub fn shot_hit(&mut self) { self.mixer.play_sound(SoundChannel::new(SHOT_HIT)); } pub fn ship_explode(&mut self) { self.mixer.play_sound(SoundChannel::new(SHIP_EXPLODE)); } pub fn move_cursor(&mut self) { let mut channel = SoundChannel::new(MOVE_CURSOR); channel.volume(num!(0.5)); self.mixer.play_sound(channel); } pub fn select(&mut self) { let mut channel = SoundChannel::new(SELECT); channel.volume(num!(0.75)); self.mixer.play_sound(channel); } pub fn back(&mut self) { let mut channel = SoundChannel::new(BACK); channel.volume(num!(0.5)); self.mixer.play_sound(channel); } pub fn accept(&mut self) { let mut channel = SoundChannel::new(ACCEPT); channel.volume(num!(0.5)); self.mixer.play_sound(channel); } pub fn shield_down(&mut self) { self.mixer.play_sound(SoundChannel::new(SHIELD_DOWN)); } pub fn shield_up(&mut self) { self.mixer.play_sound(SoundChannel::new(SHIELD_UP)); } pub fn shield_defend(&mut self) { let mut channel = SoundChannel::new(SHIELD_DEFEND); channel.volume(num!(0.5)); self.mixer.play_sound(channel); } pub fn disrupt(&mut self) { self.mixer.play_sound(SoundChannel::new(DISRUPT)); } pub fn heal(&mut self) { self.mixer.play_sound(SoundChannel::new(HEAL)); } pub fn send_burst_shield(&mut self) { self.mixer.play_sound(SoundChannel::new(SEND_BURST_SHIELD)); } pub fn burst_shield_hit(&mut self) { self.mixer.play_sound(SoundChannel::new(BURST_SHIELD_HIT)); } }