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4 changed files with 2 additions and 12 deletions

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

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2
External/tely vendored

@ -1 +1 @@
Subproject commit 4a4c88a9f012af5fe6e9337505b47b202c4ba50e Subproject commit 07b3737cf4e5e68be355630228375c5b5873513f

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@ -454,7 +454,6 @@ 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_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_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_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 ==================================================================== // NOTE: Load sprite sheets ====================================================================
os->user_data = game; os->user_data = game;
@ -2015,16 +2014,12 @@ 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 // haven't given the player cooldown yet, so we assign a timestamp for that
if (game->play.wave_cooldown_timestamp_ms == 0) { if (game->play.wave_cooldown_timestamp_ms == 0) {
game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS; 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 { } else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so // NOTE: Check if cooldown has elapsed, the next wave can start if so
if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) { 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_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.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 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) { if (monkey_spawn && game->play.current_wave != 0) {
// NOTE: We spawn a monkey at these wave intervals; // NOTE: We spawn a monkey at these wave intervals;
@ -2041,7 +2036,6 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
} }
game->play.current_wave++; game->play.current_wave++;
//TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
} }
} }
@ -4463,7 +4457,7 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
#if 1 #if 1
if (audio->playback_size == 0) { if (audio->playback_size == 0) {
//TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f /*volume*/); TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ambience2], 1.f /*volume*/);
} }
#endif #endif

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