tely: Add a way to stop music from playing

This commit is contained in:
Joshalosh 2023-11-14 08:44:10 +11:00
parent d0b3ce1bd0
commit ebc969603d
3 changed files with 11 additions and 1 deletions

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Data/Audio/music_2.ogg (Stored with Git LFS) Normal file

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@ -454,6 +454,7 @@ void TELY_OS_DLLInit(TELY_OS *os)
game->audio[FP_GameAudio_Ambience1] = os->funcs.load_audio(assets, DQN_STR8("Ambience one"), DQN_STR8("Data/Audio/ambience_1.ogg"));
game->audio[FP_GameAudio_Ambience2] = os->funcs.load_audio(assets, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
game->audio[FP_GameAudio_Music1] = os->funcs.load_audio(assets, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
game->audio[FP_GameAudio_Music2] = os->funcs.load_audio(assets, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
// NOTE: Load sprite sheets ====================================================================
os->user_data = game;
@ -2014,12 +2015,16 @@ 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_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
} 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_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
if (monkey_spawn && game->play.current_wave != 0) {
// NOTE: We spawn a monkey at these wave intervals;
@ -2036,6 +2041,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
}
game->play.current_wave++;
//TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
}
}
@ -4457,7 +4463,7 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
#if 1
if (audio->playback_size == 0) {
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ambience2], 1.f /*volume*/);
//TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f /*volume*/);
}
#endif

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@ -339,6 +339,7 @@ enum FP_GameAudio
FP_GameAudio_Ambience1,
FP_GameAudio_Ambience2,
FP_GameAudio_Music1,
FP_GameAudio_Music2,
FP_GameAudio_Count,
};