use agb::{ include_wav, sound::mixer::{Mixer, SoundChannel}, }; const BGM: &[u8] = include_wav!("sfx/bgm.wav"); const BAD_SELECTION: &[u8] = include_wav!("sfx/bad.wav"); const SELECT: &[u8] = include_wav!("sfx/select.wav"); const PLACE: &[u8] = include_wav!("sfx/place.wav"); const SLIME_DEATH: &[u8] = include_wav!("sfx/slime_death.wav"); const SWORD_PICKUP: &[u8] = include_wav!("sfx/sword_pickup.wav"); const WALL_HIT: &[u8] = include_wav!("sfx/wall_hit.wav"); const DOOR_OPEN: &[u8] = include_wav!("sfx/door_open.wav"); const SWICTH_TOGGLES: &[&[u8]] = &[include_wav!("sfx/switch_toggle1.wav")]; pub struct Sfx<'a> { mixer: &'a mut Mixer<'a>, } impl<'a> Sfx<'a> { pub fn new(mixer: &'a mut Mixer<'a>) -> Self { let mut bgm_channel = SoundChannel::new_high_priority(BGM); bgm_channel.stereo().should_loop(); mixer.play_sound(bgm_channel); mixer.enable(); Self { mixer } } pub fn frame(&mut self) { self.mixer.frame(); } pub fn bad_selection(&mut self) { self.mixer.play_sound(SoundChannel::new(BAD_SELECTION)); } pub fn select(&mut self) { self.mixer.play_sound(SoundChannel::new(SELECT)); } pub fn place(&mut self) { self.mixer.play_sound(SoundChannel::new(PLACE)); } pub fn play_sound_effect(&mut self, effect: Option) { if let Some(effect) = effect { match effect { SoundEffect::WallHit => { self.mixer.play_sound(SoundChannel::new(WALL_HIT)); } SoundEffect::SlimeDie => { self.mixer.play_sound(SoundChannel::new(SLIME_DEATH)); } SoundEffect::HeroDie => {} SoundEffect::SquidDie => {} SoundEffect::SwordPickup => { self.mixer.play_sound(SoundChannel::new(SWORD_PICKUP)); } SoundEffect::SwordKill => {} SoundEffect::KeyPickup => {} SoundEffect::DoorOpen => { self.mixer.play_sound(SoundChannel::new(DOOR_OPEN)); } SoundEffect::SwitchToggle => { self.mixer.play_sound(SoundChannel::new(SWICTH_TOGGLES[0])); } SoundEffect::KeyDrop => {} SoundEffect::SwordDrop => {} SoundEffect::SwitchedDoorToggle => {} SoundEffect::SpikesToggle => {} } } } } #[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)] pub enum SoundEffect { SlimeDie, HeroDie, SquidDie, SwordPickup, SwordKill, KeyPickup, DoorOpen, SwitchToggle, KeyDrop, SwordDrop, SwitchedDoorToggle, SpikesToggle, WallHit, }