mirror of
https://github.com/Xevion/Pac-Man.git
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216 lines
7.3 KiB
Rust
216 lines
7.3 KiB
Rust
//! This module handles the audio playback for the game.
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use crate::asset::{get_asset_bytes, Asset};
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use sdl2::{
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mixer::{self, Chunk, InitFlag, LoaderRWops, DEFAULT_FORMAT},
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rwops::RWops,
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};
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const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::Wav4];
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/// The audio system for the game.
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///
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/// This struct is responsible for initializing the audio device, loading sounds,
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/// and playing them. If audio fails to initialize, it will be disabled and all
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/// functions will silently do nothing.
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pub struct Audio {
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_mixer_context: Option<mixer::Sdl2MixerContext>,
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sounds: Vec<Chunk>,
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death_sound: Option<Chunk>,
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next_sound_index: usize,
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muted: bool,
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disabled: bool,
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}
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impl Default for Audio {
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fn default() -> Self {
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Self::new()
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}
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}
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impl Audio {
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/// Creates a new `Audio` instance.
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///
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/// If audio fails to initialize, the audio system will be disabled and
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/// all functions will silently do nothing.
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pub fn new() -> Self {
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let frequency = 44100;
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let format = DEFAULT_FORMAT;
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let channels = 4;
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let chunk_size = 256; // 256 is minimum for emscripten
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// Try to open audio, but don't panic if it fails
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if let Err(e) = mixer::open_audio(frequency, format, 1, chunk_size) {
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tracing::warn!("Failed to open audio: {}. Audio will be disabled.", e);
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return Self {
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_mixer_context: None,
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sounds: Vec::new(),
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death_sound: None,
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next_sound_index: 0,
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muted: false,
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disabled: true,
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};
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}
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mixer::allocate_channels(channels);
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// set channel volume
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for i in 0..channels {
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mixer::Channel(i).set_volume(32);
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}
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// Try to initialize mixer, but don't panic if it fails
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let mixer_context = match mixer::init(InitFlag::OGG) {
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Ok(ctx) => ctx,
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Err(e) => {
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tracing::warn!("Failed to initialize SDL2_mixer: {}. Audio will be disabled.", e);
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return Self {
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_mixer_context: None,
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sounds: Vec::new(),
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death_sound: None,
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next_sound_index: 0,
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muted: false,
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disabled: true,
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};
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}
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};
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// Try to load sounds, but don't panic if any fail
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let mut sounds = Vec::new();
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for (i, asset) in SOUND_ASSETS.iter().enumerate() {
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match get_asset_bytes(*asset) {
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Ok(data) => match RWops::from_bytes(&data) {
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Ok(rwops) => match rwops.load_wav() {
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Ok(chunk) => sounds.push(chunk),
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Err(e) => {
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tracing::warn!("Failed to load sound {} from asset API: {}", i + 1, e);
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}
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},
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Err(e) => {
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tracing::warn!("Failed to create RWops for sound {}: {}", i + 1, e);
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}
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},
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Err(e) => {
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tracing::warn!("Failed to load sound asset {}: {}", i + 1, e);
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}
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}
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}
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let death_sound = match get_asset_bytes(Asset::DeathSound) {
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Ok(data) => match RWops::from_bytes(&data) {
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Ok(rwops) => match rwops.load_wav() {
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Ok(chunk) => Some(chunk),
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Err(e) => {
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tracing::warn!("Failed to load death sound from asset API: {}", e);
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None
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}
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},
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Err(e) => {
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tracing::warn!("Failed to create RWops for death sound: {}", e);
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None
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}
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},
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Err(e) => {
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tracing::warn!("Failed to load death sound asset: {}", e);
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None
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}
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};
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// If no sounds loaded successfully, disable audio
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if sounds.is_empty() && death_sound.is_none() {
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tracing::warn!("No sounds loaded successfully. Audio will be disabled.");
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return Self {
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_mixer_context: Some(mixer_context),
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sounds: Vec::new(),
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death_sound: None,
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next_sound_index: 0,
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muted: false,
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disabled: true,
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};
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}
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Audio {
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_mixer_context: Some(mixer_context),
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sounds,
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death_sound,
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next_sound_index: 0,
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muted: false,
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disabled: false,
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}
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}
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/// Plays the next waka eating sound in the cycle of four variants.
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///
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/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
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/// advances to the next variant. Silently returns if audio is disabled, muted,
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/// or no sounds were loaded successfully.
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pub fn eat(&mut self) {
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if self.disabled || self.muted || self.sounds.is_empty() {
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return;
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}
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if let Some(chunk) = self.sounds.get(self.next_sound_index) {
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match mixer::Channel(0).play(chunk, 0) {
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Ok(channel) => {
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tracing::trace!("Playing sound #{} on channel {:?}", self.next_sound_index + 1, channel);
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}
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Err(e) => {
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tracing::warn!("Could not play sound #{}: {}", self.next_sound_index + 1, e);
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}
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}
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}
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self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
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}
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/// Plays the death sound effect.
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pub fn death(&mut self) {
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if self.disabled || self.muted {
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return;
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}
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if let Some(chunk) = &self.death_sound {
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mixer::Channel::all().play(chunk, 0).ok();
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}
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}
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/// Halts all currently playing audio channels.
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pub fn stop_all(&mut self) {
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if !self.disabled {
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mixer::Channel::all().halt();
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}
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}
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/// Instantly mutes or unmutes all audio channels by adjusting their volume.
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///
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/// Sets all 4 mixer channels to zero volume when muting, or restores them to
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/// their default volume (32) when unmuting. The mute state is tracked internally
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/// regardless of whether audio is disabled, allowing the state to be preserved.
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pub fn set_mute(&mut self, mute: bool) {
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if !self.disabled {
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let channels = 4;
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let volume = if mute { 0 } else { 32 };
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for i in 0..channels {
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mixer::Channel(i).set_volume(volume);
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}
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}
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self.muted = mute;
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}
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/// Returns the current mute state regardless of whether audio is functional.
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///
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/// This tracks the user's mute preference and will return `true` if muted
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/// even when the audio system is disabled due to initialization failures.
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pub fn is_muted(&self) -> bool {
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self.muted
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}
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/// Returns whether the audio system failed to initialize and is non-functional.
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///
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/// Audio can be disabled due to SDL2_mixer initialization failures, missing
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/// audio device, or failure to load any sound assets. When disabled, all
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/// audio operations become no-ops.
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pub fn is_disabled(&self) -> bool {
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self.disabled
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}
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}
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