Get latest audio tracks

This commit is contained in:
Joshalosh 2024-07-30 08:01:45 +10:00
parent f3036c639d
commit 96aca58f4e
7 changed files with 25 additions and 2 deletions

BIN
Data/Audio/relax_01.wav (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Data/Audio/relax_02.wav (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Data/Audio/stress_01.wav (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Data/Audio/stress_02.wav (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Data/Audio/stress_03.wav (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -461,6 +461,10 @@ void TELY_OS_DLLInit(TELY_OS *os)
game->audio[FP_GameAudio_Music2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
game->audio[FP_GameAudio_RelaxMusic] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax Music"), DQN_STR8("Data/Audio/relax.wav"));
game->audio[FP_GameAudio_StressMusic] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress Music"), DQN_STR8("Data/Audio/stress.wav"));
game->audio[FP_GameAudio_Relax01Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax_01 Music"), DQN_STR8("Data/Audio/relax_01.wav"));
game->audio[FP_GameAudio_Stress01Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress_01 Music"), DQN_STR8("Data/Audio/stress_01.wav"));
game->audio[FP_GameAudio_Relax02Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax_02 Music"), DQN_STR8("Data/Audio/relax_02.wav"));
game->audio[FP_GameAudio_Stress03Music] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress_03 Music"), DQN_STR8("Data/Audio/stress_03.wav"));
// NOTE: Load sprite sheets ====================================================================
os->user_data = game;
@ -2022,7 +2026,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
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_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_RelaxMusic], 1.f);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Relax02Music], 1.f, false);
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
} else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so
@ -2031,7 +2035,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
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_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_StressMusic], 1.f, true);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Stress03Music], 1.f, true);
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
if (monkey_spawn && game->play.current_wave != 0) {

View File

@ -342,6 +342,10 @@ enum FP_GameAudio
FP_GameAudio_Music2,
FP_GameAudio_RelaxMusic,
FP_GameAudio_StressMusic,
FP_GameAudio_Relax01Music,
FP_GameAudio_Stress01Music,
FP_GameAudio_Relax02Music,
FP_GameAudio_Stress03Music,
FP_GameAudio_Count,
};