//! This module handles the audio playback for the game. use crate::asset::{get_asset_bytes, Asset}; use sdl2::{ mixer::{self, Chunk, InitFlag, LoaderRWops, DEFAULT_FORMAT}, rwops::RWops, }; const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::Wav4]; /// The audio system for the game. /// /// This struct is responsible for initializing the audio device, loading sounds, /// and playing them. If audio fails to initialize, it will be disabled and all /// functions will silently do nothing. #[allow(dead_code)] pub struct Audio { _mixer_context: Option, sounds: Vec, death_sound: Option, next_sound_index: usize, muted: bool, disabled: bool, } impl Default for Audio { fn default() -> Self { Self::new() } } impl Audio { /// Creates a new `Audio` instance. /// /// If audio fails to initialize, the audio system will be disabled and /// all functions will silently do nothing. pub fn new() -> Self { let frequency = 44100; let format = DEFAULT_FORMAT; let channels = 4; let chunk_size = 256; // 256 is minimum for emscripten // Try to open audio, but don't panic if it fails if let Err(e) = mixer::open_audio(frequency, format, 1, chunk_size) { tracing::warn!("Failed to open audio: {}. Audio will be disabled.", e); return Self { _mixer_context: None, sounds: Vec::new(), death_sound: None, next_sound_index: 0, muted: false, disabled: true, }; } mixer::allocate_channels(channels); // set channel volume for i in 0..channels { mixer::Channel(i).set_volume(32); } // Try to initialize mixer, but don't panic if it fails let mixer_context = match mixer::init(InitFlag::OGG) { Ok(ctx) => ctx, Err(e) => { tracing::warn!("Failed to initialize SDL2_mixer: {}. Audio will be disabled.", e); return Self { _mixer_context: None, sounds: Vec::new(), death_sound: None, next_sound_index: 0, muted: false, disabled: true, }; } }; // Try to load sounds, but don't panic if any fail let mut sounds = Vec::new(); for (i, asset) in SOUND_ASSETS.iter().enumerate() { match get_asset_bytes(*asset) { Ok(data) => match RWops::from_bytes(&data) { Ok(rwops) => match rwops.load_wav() { Ok(chunk) => sounds.push(chunk), Err(e) => { tracing::warn!("Failed to load sound {} from asset API: {}", i + 1, e); } }, Err(e) => { tracing::warn!("Failed to create RWops for sound {}: {}", i + 1, e); } }, Err(e) => { tracing::warn!("Failed to load sound asset {}: {}", i + 1, e); } } } let death_sound = match get_asset_bytes(Asset::DeathSound) { Ok(data) => match RWops::from_bytes(&data) { Ok(rwops) => match rwops.load_wav() { Ok(chunk) => Some(chunk), Err(e) => { tracing::warn!("Failed to load death sound from asset API: {}", e); None } }, Err(e) => { tracing::warn!("Failed to create RWops for death sound: {}", e); None } }, Err(e) => { tracing::warn!("Failed to load death sound asset: {}", e); None } }; // If no sounds loaded successfully, disable audio if sounds.is_empty() && death_sound.is_none() { tracing::warn!("No sounds loaded successfully. Audio will be disabled."); return Self { _mixer_context: Some(mixer_context), sounds: Vec::new(), death_sound: None, next_sound_index: 0, muted: false, disabled: true, }; } Audio { _mixer_context: Some(mixer_context), sounds, death_sound, next_sound_index: 0, muted: false, disabled: false, } } /// Plays the next waka eating sound in the cycle of four variants. /// /// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index /// advances to the next variant. Silently returns if audio is disabled, muted, /// or no sounds were loaded successfully. #[allow(dead_code)] pub fn eat(&mut self) { if self.disabled || self.muted || self.sounds.is_empty() { return; } if let Some(chunk) = self.sounds.get(self.next_sound_index) { match mixer::Channel(0).play(chunk, 0) { Ok(channel) => { tracing::trace!("Playing sound #{} on channel {:?}", self.next_sound_index + 1, channel); } Err(e) => { tracing::warn!("Could not play sound #{}: {}", self.next_sound_index + 1, e); } } } self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len(); } /// Plays the death sound effect. pub fn death(&mut self) { if self.disabled || self.muted { return; } if let Some(chunk) = &self.death_sound { mixer::Channel::all().play(chunk, 0).ok(); } } /// Halts all currently playing audio channels. pub fn stop_all(&mut self) { if !self.disabled { mixer::Channel::all().halt(); } } /// Instantly mutes or unmutes all audio channels by adjusting their volume. /// /// Sets all 4 mixer channels to zero volume when muting, or restores them to /// their default volume (32) when unmuting. The mute state is tracked internally /// regardless of whether audio is disabled, allowing the state to be preserved. pub fn set_mute(&mut self, mute: bool) { if !self.disabled { let channels = 4; let volume = if mute { 0 } else { 32 }; for i in 0..channels { mixer::Channel(i).set_volume(volume); } } self.muted = mute; } /// Returns the current mute state regardless of whether audio is functional. /// /// This tracks the user's mute preference and will return `true` if muted /// even when the audio system is disabled due to initialization failures. pub fn is_muted(&self) -> bool { self.muted } /// Returns whether the audio system failed to initialize and is non-functional. /// /// Audio can be disabled due to SDL2_mixer initialization failures, missing /// audio device, or failure to load any sound assets. When disabled, all /// audio operations become no-ops. #[allow(dead_code)] pub fn is_disabled(&self) -> bool { self.disabled } }