diff --git a/Data/Audio/music_2.ogg b/Data/Audio/music_2.ogg new file mode 100644 index 0000000..c8dd1af --- /dev/null +++ b/Data/Audio/music_2.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5636132a9c325499b1268725ffa9ffb074a76e98092a144056700b0e2ee3ef9a +size 2515368 diff --git a/feely_pona.cpp b/feely_pona.cpp index 6956b0c..38b73cf 100644 --- a/feely_pona.cpp +++ b/feely_pona.cpp @@ -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 diff --git a/feely_pona_game.h b/feely_pona_game.h index 0d23276..2ceebb1 100644 --- a/feely_pona_game.h +++ b/feely_pona_game.h @@ -339,6 +339,7 @@ enum FP_GameAudio FP_GameAudio_Ambience1, FP_GameAudio_Ambience2, FP_GameAudio_Music1, + FP_GameAudio_Music2, FP_GameAudio_Count, };