//! 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, 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(), 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(), 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); } } } // If no sounds loaded successfully, disable audio if sounds.is_empty() { tracing::warn!("No sounds loaded successfully. Audio will be disabled."); return Self { _mixer_context: Some(mixer_context), sounds: Vec::new(), next_sound_index: 0, muted: false, disabled: true, }; } Audio { _mixer_context: Some(mixer_context), sounds, next_sound_index: 0, muted: false, disabled: false, } } /// Plays the "eat" sound effect. /// /// If audio is disabled or muted, this function does nothing. #[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(); } /// Instantly mute or unmute all channels. /// /// If audio is disabled, this function does nothing. 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 `true` if the audio is muted. pub fn is_muted(&self) -> bool { self.muted } /// Returns `true` if the audio system is disabled. #[allow(dead_code)] pub fn is_disabled(&self) -> bool { self.disabled } }