use agb::sound::mixer::{Mixer, SoundChannel}; mod music_data { // From the open game art page: // // USING THE LOOPED VERSION: // 1. Play the intro. // 2. When the intro reaches approximately 11.080 seconds, trigger the main loop and let the intro finish underneath it. // 3. Re-trigger the main loop every time it reaches 1 minute 26.080 seconds, and let the old instance finish underneath the new one. pub const INTRO_MUSIC: &[u8] = agb::include_wav!("sfx/Otto Halmén - Sylvan Waltz (loop intro).wav"); pub const LOOP: &[u8] = agb::include_wav!("sfx/Otto Halmén - Sylvan Waltz (loop main).wav"); // These are based on the instructions above and a frame rate of 59.73Hz pub const TRIGGER_MUSIC_POINT: i32 = 662; pub const LOOP_MUSIC: i32 = 5141; } mod effects { const WOOSH1: &[u8] = agb::include_wav!("sfx/woosh1.wav"); const WOOSH2: &[u8] = agb::include_wav!("sfx/woosh2.wav"); const WOOSH3: &[u8] = agb::include_wav!("sfx/woosh3.wav"); pub const WHOOSHES: &[&[u8]] = &[WOOSH1, WOOSH2, WOOSH3]; pub const CATCH: &[u8] = agb::include_wav!("sfx/catch.wav"); pub const JUMP: &[u8] = agb::include_wav!("sfx/jump.wav"); pub const LAND: &[u8] = agb::include_wav!("sfx/land.wav"); pub const SLIME_JUMP: &[u8] = agb::include_wav!("sfx/slime-jump.wav"); pub const SLIME_DEATH: &[u8] = agb::include_wav!("sfx/slime-death.wav"); pub const SNAIL_EMERGE: &[u8] = agb::include_wav!("sfx/snail-emerge.wav"); pub const SNAIL_RETREAT: &[u8] = agb::include_wav!("sfx/snail-retreat.wav"); pub const SNAIL_HAT_BOUNCE: &[u8] = agb::include_wav!("sfx/snail-hat-bounce.wav"); pub const SNAIL_DEATH: &[u8] = agb::include_wav!("sfx/snail-death.wav"); } pub struct MusicBox { frame: i32, } impl MusicBox { pub fn new() -> Self { MusicBox { frame: 0 } } pub fn before_frame(&mut self, mixer: &mut Mixer) { if self.frame == 0 { // play the introduction mixer.play_sound(SoundChannel::new_high_priority(music_data::INTRO_MUSIC)); } else if self.frame == music_data::TRIGGER_MUSIC_POINT || (self.frame - music_data::TRIGGER_MUSIC_POINT) % music_data::LOOP_MUSIC == 0 { mixer.play_sound(SoundChannel::new_high_priority(music_data::LOOP)); } self.frame += 1; } } pub struct SfxPlayer<'a> { mixer: &'a mut Mixer, frame: i32, } impl<'a> SfxPlayer<'a> { pub fn new(mixer: &'a mut Mixer, music_box: &MusicBox) -> Self { SfxPlayer { mixer, frame: music_box.frame, } } pub fn catch(&mut self) { self.mixer.play_sound(SoundChannel::new(effects::CATCH)); } pub fn throw(&mut self) { self.play_random(effects::WHOOSHES); } pub fn jump(&mut self) { self.mixer.play_sound(SoundChannel::new(effects::JUMP)); } pub fn slime_jump(&mut self) { self.mixer .play_sound(SoundChannel::new(effects::SLIME_JUMP)); } pub fn slime_death(&mut self) { self.mixer .play_sound(SoundChannel::new(effects::SLIME_DEATH)); } pub fn snail_emerge(&mut self) { self.mixer .play_sound(SoundChannel::new(effects::SNAIL_EMERGE)); } pub fn snail_retreat(&mut self) { self.mixer .play_sound(SoundChannel::new(effects::SNAIL_RETREAT)); } pub fn snail_hat_bounce(&mut self) { self.mixer .play_sound(SoundChannel::new(effects::SNAIL_HAT_BOUNCE)); } pub fn snail_death(&mut self) { self.mixer .play_sound(SoundChannel::new(effects::SNAIL_DEATH)); } pub fn land(&mut self) { self.mixer.play_sound(SoundChannel::new(effects::LAND)); } fn play_random(&mut self, effect: &[&'static [u8]]) { self.mixer.play_sound(SoundChannel::new( effect[(self.frame as usize) % effect.len()], )); } }