fp: Use tely audio for queueing sounds
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External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit 63cd4aa4a04ec3adadf9778bd01d7e2a2ba04794
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Subproject commit fd7afc792253e4324c56e0113669d16ca9118eca
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@ -374,7 +374,7 @@ void TELY_DLL_Init(void *user_data)
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game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
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}
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void FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
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void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
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{
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FP_GameEntityAction *action = &entity->action;
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bool const we_are_clicked_entity = entity->handle == game->clicked_entity;
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@ -505,8 +505,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_Ga
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// NOTE: Adding an attack_processed bool to make sure things only fire once
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if (!entity->attack_processed && game->clock_ms >= midpoint_clock_ms) {
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entity->attack_box_size = entity->local_hit_box_size;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f);
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FP_EnqueueSound(game, game->audio[FP_GameAudio_TerryHit], 1.0f);
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// NOTE: Position the attack box
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switch (entity->direction) {
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case FP_GameDirection_Left: {
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@ -1219,7 +1219,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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FP_Game_MoveEntity(game, entity->handle, acceleration_meters_per_s);
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// NOTE: Tick the state machine
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FP_EntityActionStateMachine(game, input, entity, dir_vector);
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FP_EntityActionStateMachine(game, &platform->audio, input, entity, dir_vector);
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if (game->clicked_entity == entity->handle) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1)) {
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@ -1630,16 +1630,6 @@ void TELY_DLL_FrameUpdate(void *user_data)
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TELY_Audio *audio = &platform->audio;
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// NOTE: Process the sound command queue
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for (uint32_t i = 0; i < game->sound_command_count; i++)
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{
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FP_SoundCommand *sound_command = &game->sound_commands[i];
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TELY_Audio_Play(audio, sound_command->audio_handle, sound_command->volume);
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}
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// NOTE: Clear the sound command queue for the next frame
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game->sound_command_count = 0;
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#if 0
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if (audio->playback_size == 0) {
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
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@ -715,11 +715,3 @@ FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game,
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return result;
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}
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static void FP_EnqueueSound(FP_Game *game, TELY_AssetAudioHandle audio_handle, Dqn_f32 volume)
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{
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DQN_ASSERT(game->sound_command_count < MAX_SOUNDS);
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FP_SoundCommand *sound_command = &game->sound_commands[game->sound_command_count++];
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sound_command->audio_handle = audio_handle;
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sound_command->volume = volume;
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}
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@ -208,13 +208,6 @@ enum FP_GameAudio
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FP_GameAudio_Count,
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};
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struct FP_SoundCommand
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{
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TELY_AssetAudioHandle audio_handle;
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float volume;
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};
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const uint32_t MAX_SOUNDS = 128;
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struct FP_Game
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{
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Dqn_f32 delta_s_accumulator;
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@ -225,9 +218,6 @@ struct FP_Game
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TELY_AssetFontHandle jetbrains_mono_font;
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TELY_AssetAudioHandle audio[FP_GameAudio_Count];
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FP_SoundCommand sound_commands[MAX_SOUNDS];
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uint32_t sound_command_count;
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Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
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TELY_AssetSpriteSheet hero_sprite_sheet;
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Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
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