use super::rng::get_random; use agb::number::Num; use agb::sound::mixer::{ChannelId, Mixer, SoundChannel}; const BAT_DEATH: &[u8] = agb::include_wav!("sfx/BatDeath.wav"); const BAT_FLAP: &[u8] = agb::include_wav!("sfx/BatFlap.wav"); const JUMP1: &[u8] = agb::include_wav!("sfx/Jump1.wav"); const JUMP2: &[u8] = agb::include_wav!("sfx/Jump2.wav"); const JUMP3: &[u8] = agb::include_wav!("sfx/Jump3.wav"); const PLAYER_GETS_HIT: &[u8] = agb::include_wav!("sfx/PlayerGetsHit.wav"); const PLAYER_HEAL: &[u8] = agb::include_wav!("sfx/PlayerHeal.wav"); const PLAYER_LANDS: &[u8] = agb::include_wav!("sfx/PlayerLands.wav"); const SLIME_BOING: &[u8] = agb::include_wav!("sfx/SlimeBoing.wav"); const SLIME_DEATH: &[u8] = agb::include_wav!("sfx/SlimeDeath.wav"); const SWORD_SWING: &[u8] = agb::include_wav!("sfx/SwordSwing.wav"); const FLAME_CHARGE: &[u8] = agb::include_wav!("sfx/FlameCharge.wav"); const BOSS_FLAME_MOVE: &[u8] = agb::include_wav!("sfx/FlameMove.wav"); const BURNING_FLAME: &[u8] = agb::include_wav!("sfx/Burning.wav"); const EMU_CRASH: &[u8] = agb::include_wav!("sfx/EmuCrash.wav"); const EMU_STEP: &[u8] = agb::include_wav!("sfx/EmuStep.wav"); const EMU_DEATH: &[u8] = agb::include_wav!("sfx/EmuDeath.wav"); const PURPLE_NIGHT: &[u8] = agb::include_wav!("sfx/01 - The Purple Night (Main Loop).wav"); const SUNRISE: &[u8] = agb::include_wav!("sfx/02 - Sunrise (Main Loop).wav"); const BLUE_SPIRIT: &[u8] = agb::include_wav!("sfx/03 - Blue Spirit (Main Loop).wav"); pub struct Sfx<'a> { bgm: Option, mixer: &'a mut Mixer<'a>, } impl<'a> Sfx<'a> { pub fn new(mixer: &'a mut Mixer<'a>) -> Self { Self { mixer, bgm: None } } pub fn frame(&mut self) { self.mixer.frame(); } pub fn after_vblank(&mut self) { self.mixer.after_vblank(); } pub fn stop_music(&mut self) { if let Some(bgm) = &self.bgm { let channel = self.mixer.get_channel(bgm).unwrap(); channel.stop(); } self.bgm = None; } pub fn purple_night(&mut self) { if let Some(bgm) = &self.bgm { let channel = self.mixer.get_channel(bgm).unwrap(); channel.stop(); } let mut channel = SoundChannel::new_high_priority(PURPLE_NIGHT); channel.stereo().should_loop(); self.bgm = self.mixer.play_sound(channel); } pub fn sunrise(&mut self) { if let Some(bgm) = &self.bgm { let channel = self.mixer.get_channel(bgm).unwrap(); channel.stop(); } let mut channel = SoundChannel::new_high_priority(SUNRISE); channel.stereo().should_loop(); self.bgm = self.mixer.play_sound(channel); } pub fn boss(&mut self) { if let Some(bgm) = &self.bgm { let channel = self.mixer.get_channel(bgm).unwrap(); channel.stop(); } let mut channel = SoundChannel::new_high_priority(BLUE_SPIRIT); channel.stereo().should_loop(); self.bgm = self.mixer.play_sound(channel); } pub fn jump(&mut self) { let r = get_random() % 3; let channel = match r { 0 => SoundChannel::new(JUMP1), 1 => SoundChannel::new(JUMP2), _ => SoundChannel::new(JUMP3), }; self.mixer.play_sound(channel); } pub fn sword(&mut self) { self.mixer.play_sound(SoundChannel::new(SWORD_SWING)); } pub fn slime_boing(&mut self) { let mut channel = SoundChannel::new(SLIME_BOING); let one: Num = 1.into(); channel.volume(one / 4); self.mixer.play_sound(channel); } pub fn slime_dead(&mut self) { let channel = SoundChannel::new(SLIME_DEATH); self.mixer.play_sound(channel); } pub fn player_hurt(&mut self) { self.mixer.play_sound(SoundChannel::new(PLAYER_GETS_HIT)); } pub fn player_heal(&mut self) { self.mixer.play_sound(SoundChannel::new(PLAYER_HEAL)); } pub fn player_land(&mut self) { self.mixer.play_sound(SoundChannel::new(PLAYER_LANDS)); } pub fn bat_flap(&mut self) { self.mixer.play_sound(SoundChannel::new(BAT_FLAP)); } pub fn bat_death(&mut self) { self.mixer.play_sound(SoundChannel::new(BAT_DEATH)); } pub fn flame_charge(&mut self) { self.mixer.play_sound(SoundChannel::new(FLAME_CHARGE)); } pub fn boss_move(&mut self) { self.mixer.play_sound(SoundChannel::new(BOSS_FLAME_MOVE)); } pub fn burning(&mut self) { self.mixer.play_sound(SoundChannel::new(BURNING_FLAME)); } pub fn emu_step(&mut self) { self.mixer.play_sound(SoundChannel::new(EMU_STEP)); } pub fn emu_crash(&mut self) { self.mixer.play_sound(SoundChannel::new(EMU_CRASH)); } pub fn emu_death(&mut self) { self.mixer.play_sound(SoundChannel::new(EMU_DEATH)); } }