fp: Add initial impl of fade in and out wave music

This commit is contained in:
doyle 2023-11-21 00:14:50 +11:00
parent b03c6c3e56
commit 93e5302c60
2 changed files with 5 additions and 3 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit 9f8b905eab0c7a60084790f340488d858821adcc
Subproject commit d3b03b99ebeefe19097e07f0a04e4c614175a526

View File

@ -2015,16 +2015,18 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
// haven't given the player cooldown yet, so we assign a timestamp for that
if (game->play.wave_cooldown_timestamp_ms == 0) {
game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music1]);
TELY_Audio_Fade(audio, game->audio[FP_GameAudio_Music1], TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
TELY_Audio_Fade(audio, game->audio[FP_GameAudio_Music2], TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
} else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so
if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) {
game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 1.5));
game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
TELY_Audio_Fade(audio, game->audio[FP_GameAudio_Music2], TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
TELY_Audio_Fade(audio, game->audio[FP_GameAudio_Music1], TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
if (monkey_spawn && game->play.current_wave != 0) {
// NOTE: We spawn a monkey at these wave intervals;