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https://github.com/Xevion/Pac-Man.git
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feat: ecs audio system
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54
src/systems/audio.rs
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54
src/systems/audio.rs
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@@ -0,0 +1,54 @@
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//! Audio system for handling sound playback in the Pac-Man game.
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//!
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//! This module provides an ECS-based audio system that integrates with SDL2_mixer
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//! for playing sound effects. The system uses NonSendMut resources to handle SDL2's
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//! main-thread requirements while maintaining Bevy ECS compatibility.
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use bevy_ecs::{
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event::{Event, EventReader, EventWriter},
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system::{NonSendMut, ResMut},
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};
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use crate::{audio::Audio, error::GameError, systems::components::AudioState};
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/// Events for triggering audio playback
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#[derive(Event, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum AudioEvent {
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/// Play the "eat" sound when Pac-Man consumes a pellet
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PlayEat,
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}
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/// Non-send resource wrapper for SDL2 audio system
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///
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/// This wrapper is needed because SDL2 audio components are not Send,
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/// but Bevy ECS requires Send for regular resources. Using NonSendMut
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/// allows us to use SDL2 audio on the main thread while integrating
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/// with the ECS system.
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pub struct AudioResource(pub Audio);
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/// System that processes audio events and plays sounds
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pub fn audio_system(
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mut audio: NonSendMut<AudioResource>,
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mut audio_state: ResMut<AudioState>,
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mut audio_events: EventReader<AudioEvent>,
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_errors: EventWriter<GameError>,
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) {
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// Set mute state if it has changed
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if audio.0.is_muted() != audio_state.muted {
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audio.0.set_mute(audio_state.muted);
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}
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// Process audio events
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for event in audio_events.read() {
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match event {
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AudioEvent::PlayEat => {
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if !audio.0.is_disabled() && !audio_state.muted {
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audio.0.eat();
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// Update the sound index for cycling through sounds
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audio_state.sound_index = (audio_state.sound_index + 1) % 4;
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// 4 eat sounds available
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}
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}
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}
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}
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}
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@@ -107,3 +107,12 @@ pub struct DeltaTime(pub f32);
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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/// Resource for tracking audio state
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#[derive(Resource, Debug, Clone, Default)]
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pub struct AudioState {
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/// Whether audio is currently muted
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pub muted: bool,
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/// Current sound index for cycling through eat sounds
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pub sound_index: usize,
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}
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@@ -2,7 +2,10 @@ use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
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use crate::{
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events::GameEvent,
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systems::components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
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systems::{
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audio::AudioEvent,
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components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
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},
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};
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pub fn item_system(
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@@ -11,6 +14,7 @@ pub fn item_system(
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mut score: ResMut<ScoreResource>,
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pacman_query: Query<Entity, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
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mut events: EventWriter<AudioEvent>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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@@ -37,6 +41,8 @@ pub fn item_system(
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// Remove the collected item
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commands.entity(item_ent).despawn();
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events.write(AudioEvent::PlayEat);
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}
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}
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}
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@@ -3,6 +3,7 @@
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//! This module contains all the ECS-related logic, including components, systems,
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//! and resources.
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pub mod audio;
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pub mod blinking;
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pub mod collision;
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pub mod components;
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@@ -7,7 +7,7 @@ use std::time::Duration;
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use thousands::Separable;
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/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
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const MAX_SYSTEMS: usize = 11;
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const MAX_SYSTEMS: usize = 12;
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/// The number of durations to keep in the circular buffer.
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const TIMING_WINDOW_SIZE: usize = 30;
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