Add basic sound effects to game
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parent
be1c009dfb
commit
ea6ea02404
167
src/Asteroid.c
167
src/Asteroid.c
@ -6,46 +6,89 @@ void initAssetManager(GameState *state)
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AssetManager *assetManager = &state->assetManager;
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MemoryArena_ *arena = &state->persistentArena;
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i32 audioEntries = 32;
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assetManager->audio.size = audioEntries;
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assetManager->audio.entries =
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memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry));
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i32 texAtlasEntries = 8;
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assetManager->texAtlas.size = texAtlasEntries;
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assetManager->texAtlas.entries =
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memory_pushBytes(arena, texAtlasEntries * sizeof(HashTableEntry));
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i32 texEntries = 32;
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assetManager->textures.size = texEntries;
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assetManager->textures.entries =
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memory_pushBytes(arena, texEntries * sizeof(HashTableEntry));
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i32 animEntries = 1024;
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assetManager->anims.size = animEntries;
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assetManager->anims.entries =
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memory_pushBytes(arena, animEntries * sizeof(HashTableEntry));
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/* Create empty 1x1 4bpp black texture */
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u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
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Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex");
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*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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{ // Init texture assets
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i32 texEntries = 32;
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assetManager->textures.size = texEntries;
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assetManager->textures.entries =
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memory_pushBytes(arena, texEntries * sizeof(HashTableEntry));
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/* Load shaders */
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asset_loadShaderFiles(
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assetManager, arena, "data/shaders/default_tex.vert.glsl",
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"data/shaders/default_tex.frag.glsl", shaderlist_default);
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/* Create empty 1x1 4bpp black texture */
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u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
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Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex");
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*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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asset_loadShaderFiles(
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assetManager, arena, "data/shaders/default_no_tex.vert.glsl",
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"data/shaders/default_no_tex.frag.glsl", shaderlist_default_no_tex);
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i32 result = asset_loadTTFont(assetManager, arena,
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"C:/Windows/Fonts/Arialbd.ttf");
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}
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i32 result =
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asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
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if (result) ASSERT(TRUE);
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{ // Init shaders assets
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asset_loadShaderFiles(
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assetManager, arena, "data/shaders/default_tex.vert.glsl",
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"data/shaders/default_tex.frag.glsl", shaderlist_default);
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asset_loadShaderFiles(
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assetManager, arena, "data/shaders/default_no_tex.vert.glsl",
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"data/shaders/default_no_tex.frag.glsl", shaderlist_default_no_tex);
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}
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{ // Init audio assets
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i32 audioEntries = 32;
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assetManager->audio.size = audioEntries;
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assetManager->audio.entries =
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memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry));
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i32 result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/bang_large.ogg",
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"bang_large");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/bang_medium.ogg",
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"bang_medium");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/bang_small.ogg",
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"bang_small");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/beat1.ogg", "beat1");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/beat2.ogg", "beat2");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/extra_ship.ogg",
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"extra_ship");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/fire.ogg", "fire");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/saucer_big.ogg",
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"saucer_big");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/saucer_small.ogg",
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"saucer_small");
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ASSERT(!result);
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result = asset_loadVorbis(assetManager, arena,
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"data/audio/Asteroids/thrust.ogg", "thrust");
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ASSERT(!result);
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}
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}
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void initRenderer(GameState *state, v2 windowSize) {
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void initRenderer(GameState *state, v2 windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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Renderer *renderer = &state->renderer;
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renderer->size = windowSize;
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@ -446,6 +489,20 @@ INTERNAL void setCollisionRule(World *world, enum EntityType a,
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world->collisionTable[b][a] = rule;
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}
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INTERNAL AudioRenderer *getFreeAudioRenderer(World *world)
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{
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for (i32 i = 0; i < world->numAudioRenderers; i++)
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{
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AudioRenderer *renderer = &world->audioRenderer[i];
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if (renderer->state == audiostate_stopped)
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{
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return renderer;
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}
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}
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return NULL;
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}
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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v2 windowSize, f32 dt)
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{
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@ -460,6 +517,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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srand((u32)time(NULL));
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initAssetManager(state);
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initRenderer(state, windowSize);
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audio_init(&state->audioManager);
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world->pixelsPerMeter = 70.0f;
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@ -473,10 +531,17 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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Entity *nullEntity = &world->entityList[world->entityIndex++];
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nullEntity->id = world->entityIdCounter++;
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}
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{ // Init asteroid entities
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world->numAsteroids = 15;
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}
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{ // Init audio renderer
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world->numAudioRenderers = 6;
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world->audioRenderer = MEMORY_PUSH_ARRAY(
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&world->entityArena, world->numAudioRenderers, AudioRenderer);
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}
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{ // Init ship entity
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Entity *ship = &world->entityList[world->entityIndex++];
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ship->id = world->entityIdCounter++;
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@ -595,6 +660,18 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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readkeytype_delayedRepeat, 0.05f, dt))
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{
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addBullet(world, entity);
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AudioRenderer *audioRenderer = getFreeAudioRenderer(world);
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if (audioRenderer)
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{
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AudioVorbis *fire =
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asset_getVorbis(&state->assetManager, "fire");
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// TODO(doyle): Atm transient arena is not used, this is
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// just to fill out the arguments
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audio_playVorbis(&state->transientArena,
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&state->audioManager, audioRenderer, fire,
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1);
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}
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}
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if (ddP.x > 0.0f && ddP.y > 0.0f)
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@ -704,7 +781,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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continue;
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}
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ddPSpeedInMs = 25;
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ddPSpeedInMs = 10;
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Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
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ddP = V2(math_cosf(rotation), math_sinf(rotation));
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entity->dP = v2_scale(ddP, world->pixelsPerMeter * ddPSpeedInMs);
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@ -749,16 +826,39 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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if (colliderA->type == entitytype_asteroid)
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{
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ASSERT(colliderB->type == entitytype_bullet);
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world->entityList[collisionIndex] =
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world->entityList[--world->entityIndex];
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world->entityList[i--] =
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world->entityList[--world->entityIndex];
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world->asteroidCounter--;
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ASSERT(world->asteroidCounter >= 0);
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AudioRenderer *audioRenderer = getFreeAudioRenderer(world);
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if (audioRenderer)
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{
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char *sound;
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i32 choice = rand() % 3;
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if (choice == 0)
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{
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sound = "bang_small";
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}
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else if (choice == 1)
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{
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sound = "bang_medium";
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}
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else
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{
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sound = "bang_large";
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}
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AudioVorbis *explode =
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asset_getVorbis(&state->assetManager, sound);
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audio_playVorbis(&state->transientArena,
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&state->audioManager, audioRenderer,
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explode, 1);
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}
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continue;
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}
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}
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@ -769,6 +869,13 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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collideColor, flags);
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}
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for (i32 i = 0; i < world->numAudioRenderers; i++)
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{
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AudioRenderer *audioRenderer = &world->audioRenderer[i];
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audio_updateAndPlay(&state->transientArena, &state->audioManager,
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audioRenderer);
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}
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#if 1
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debug_drawUi(state, dt);
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debug_clearCounter();
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@ -299,6 +299,9 @@ const i32 audio_streamPlayVorbis(MemoryArena_ *arena, AudioManager *audioManager
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AudioVorbis *vorbis, i32 numPlays)
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{
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// TODO(doyle): Streaming leaks memory, we don't free the "copy audio"
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ASSERT(INVALID_CODE_PATH);
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i32 result = initRendererForPlayback(arena, audioManager, audioRenderer,
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vorbis, numPlays);
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// NOTE(doyle): We make a copy of the audio vorbis file using all the same
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@ -2,6 +2,7 @@
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#define ASTEROID_H
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#include "Dengine/AssetManager.h"
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#include "Dengine/Audio.h"
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#include "Dengine/Common.h"
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#include "Dengine/Entity.h"
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#include "Dengine/MemoryArena.h"
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@ -23,6 +24,10 @@ typedef struct World
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v2 *asteroidVertexCache[10];
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v2 *bulletVertexCache;
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// TODO(doyle): Audio mixing instead of multiple renderers
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AudioRenderer *audioRenderer;
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i32 numAudioRenderers;
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f32 pixelsPerMeter;
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v2 worldSize;
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Rect camera;
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@ -34,14 +39,15 @@ typedef struct World
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typedef struct GameState {
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b32 init;
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World world;
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AssetManager assetManager;
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KeyInput input;
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MemoryArena_ transientArena;
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MemoryArena_ persistentArena;
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AudioManager audioManager;
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AssetManager assetManager;
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KeyInput input;
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Renderer renderer;
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World world;
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} GameState;
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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EntityAnim animList[16];
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i32 animListIndex;
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// TODO(doyle): Audio mixing instead of multiple renderers
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AudioRenderer *audioRenderer;
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i32 numAudioRenderers;
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} Entity;
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SubTexture entity_getActiveSubTexture(Entity *const entity);
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