fp: Use tely audio for queueing sounds
This commit is contained in:
parent
7e9ad29be3
commit
fe06bdfe19
2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
|
|||||||
Subproject commit 63cd4aa4a04ec3adadf9778bd01d7e2a2ba04794
|
Subproject commit fd7afc792253e4324c56e0113669d16ca9118eca
|
@ -374,7 +374,7 @@ void TELY_DLL_Init(void *user_data)
|
|||||||
game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
|
game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
|
||||||
}
|
}
|
||||||
|
|
||||||
void FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
|
void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
|
||||||
{
|
{
|
||||||
FP_GameEntityAction *action = &entity->action;
|
FP_GameEntityAction *action = &entity->action;
|
||||||
bool const we_are_clicked_entity = entity->handle == game->clicked_entity;
|
bool const we_are_clicked_entity = entity->handle == game->clicked_entity;
|
||||||
@ -505,8 +505,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_Ga
|
|||||||
// NOTE: Adding an attack_processed bool to make sure things only fire once
|
// NOTE: Adding an attack_processed bool to make sure things only fire once
|
||||||
if (!entity->attack_processed && game->clock_ms >= midpoint_clock_ms) {
|
if (!entity->attack_processed && game->clock_ms >= midpoint_clock_ms) {
|
||||||
entity->attack_box_size = entity->local_hit_box_size;
|
entity->attack_box_size = entity->local_hit_box_size;
|
||||||
|
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f);
|
||||||
|
|
||||||
FP_EnqueueSound(game, game->audio[FP_GameAudio_TerryHit], 1.0f);
|
|
||||||
// NOTE: Position the attack box
|
// NOTE: Position the attack box
|
||||||
switch (entity->direction) {
|
switch (entity->direction) {
|
||||||
case FP_GameDirection_Left: {
|
case FP_GameDirection_Left: {
|
||||||
@ -1219,7 +1219,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|||||||
FP_Game_MoveEntity(game, entity->handle, acceleration_meters_per_s);
|
FP_Game_MoveEntity(game, entity->handle, acceleration_meters_per_s);
|
||||||
|
|
||||||
// NOTE: Tick the state machine
|
// NOTE: Tick the state machine
|
||||||
FP_EntityActionStateMachine(game, input, entity, dir_vector);
|
FP_EntityActionStateMachine(game, &platform->audio, input, entity, dir_vector);
|
||||||
|
|
||||||
if (game->clicked_entity == entity->handle) {
|
if (game->clicked_entity == entity->handle) {
|
||||||
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1)) {
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1)) {
|
||||||
@ -1630,21 +1630,11 @@ void TELY_DLL_FrameUpdate(void *user_data)
|
|||||||
|
|
||||||
TELY_Audio *audio = &platform->audio;
|
TELY_Audio *audio = &platform->audio;
|
||||||
|
|
||||||
// NOTE: Process the sound command queue
|
#if 0
|
||||||
for (uint32_t i = 0; i < game->sound_command_count; i++)
|
|
||||||
{
|
|
||||||
FP_SoundCommand *sound_command = &game->sound_commands[i];
|
|
||||||
TELY_Audio_Play(audio, sound_command->audio_handle, sound_command->volume);
|
|
||||||
}
|
|
||||||
|
|
||||||
// NOTE: Clear the sound command queue for the next frame
|
|
||||||
game->sound_command_count = 0;
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
if (audio->playback_size == 0) {
|
if (audio->playback_size == 0) {
|
||||||
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
|
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// =============================================================================================
|
// =============================================================================================
|
||||||
|
|
||||||
|
@ -715,11 +715,3 @@ FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game,
|
|||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void FP_EnqueueSound(FP_Game *game, TELY_AssetAudioHandle audio_handle, Dqn_f32 volume)
|
|
||||||
{
|
|
||||||
DQN_ASSERT(game->sound_command_count < MAX_SOUNDS);
|
|
||||||
FP_SoundCommand *sound_command = &game->sound_commands[game->sound_command_count++];
|
|
||||||
sound_command->audio_handle = audio_handle;
|
|
||||||
sound_command->volume = volume;
|
|
||||||
}
|
|
||||||
|
@ -208,13 +208,6 @@ enum FP_GameAudio
|
|||||||
FP_GameAudio_Count,
|
FP_GameAudio_Count,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct FP_SoundCommand
|
|
||||||
{
|
|
||||||
TELY_AssetAudioHandle audio_handle;
|
|
||||||
float volume;
|
|
||||||
};
|
|
||||||
|
|
||||||
const uint32_t MAX_SOUNDS = 128;
|
|
||||||
struct FP_Game
|
struct FP_Game
|
||||||
{
|
{
|
||||||
Dqn_f32 delta_s_accumulator;
|
Dqn_f32 delta_s_accumulator;
|
||||||
@ -225,9 +218,6 @@ struct FP_Game
|
|||||||
TELY_AssetFontHandle jetbrains_mono_font;
|
TELY_AssetFontHandle jetbrains_mono_font;
|
||||||
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
|
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
|
||||||
|
|
||||||
FP_SoundCommand sound_commands[MAX_SOUNDS];
|
|
||||||
uint32_t sound_command_count;
|
|
||||||
|
|
||||||
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
|
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
|
||||||
TELY_AssetSpriteSheet hero_sprite_sheet;
|
TELY_AssetSpriteSheet hero_sprite_sheet;
|
||||||
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
|
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
|
||||||
|
Loading…
Reference in New Issue
Block a user