Merge branch 'master' of ssh://git.xkjq.uk:30001/justin/loop
This commit is contained in:
+14
-7
@@ -19,30 +19,37 @@ import Picture.Render
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import Picture.Preload
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import Sound
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import Preload
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import Sound.Preload
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import Sound.Data
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import Music
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import Control.Concurrent
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import Control.Lens
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import Foreign (Word32)
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import Control.Monad (when,void)
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import System.Random
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import System.Random
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import qualified Data.Map as M
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import Graphics.Rendering.OpenGL hiding (color, rotate, scale,
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translate)
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import qualified Data.Map as M
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import qualified Data.IntMap as IM
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import qualified SDL
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import qualified SDL.Mixer as Mix
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doPreload' :: IO (PreloadData a)
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doPreload' = do
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lChunks <- loadSounds
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lMusic <- loadMusic
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let sData = SoundData {_loadedChunks = lChunks, _playingSounds = M.empty}
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mData = MusicData {_loadedMusic = lMusic}
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Mix.playMusic Mix.Forever (lMusic IM.! 0)
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rData <- preloadRender
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return $ PreloadData rData sData 0
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return $ PreloadData
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{ _renderData = rData
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, _soundData = sData
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, _musicData = mData
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, _frameTimer = 0
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}
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main :: IO ()
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main = do
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@@ -56,7 +63,7 @@ main = do
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( \preData w -> do
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startTicks <- SDL.ticks
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void $ doDrawing (_renderData preData) w
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playSoundQueue (_loadedChunks $ _soundData preData) (_soundQueue w)
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playPositionalSoundQueue (_loadedChunks $ _soundData preData) (_soundQueue w)
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newPlayingSounds <- playAndUpdate (_soundData preData) (_sounds w)
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endTicks <- SDL.ticks
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Binary file not shown.
@@ -35,8 +35,11 @@ updateLamp :: Int -> CRUpdate
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updateLamp i = unrandUpdate handleLS internalUpdate
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where
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handleLS cr w
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| _crHP cr < 0 = explosionFlashAt (_crPos cr) $ mkSoundBreakGlass w & lightSources %~ IM.delete i
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| otherwise = w & lightSources . ix i . lsPos .~ _crPos cr
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| _crHP cr < 0 = explosionFlashAt cPos
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$ mkSoundBreakGlass cPos w & lightSources %~ IM.delete i
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| otherwise = w & lightSources . ix i . lsPos .~ cPos
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where
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cPos = _crPos cr
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internalUpdate cr
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| _crHP cr < 0 = Nothing
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| otherwise = Just $ doDamage cr
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+4
-2
@@ -10,7 +10,7 @@ module Dodge.Data
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where
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import Picture.Data
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import Geometry.Data
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import Sound.Preload
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import Sound.Data
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import Control.Lens
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import Control.Monad.State
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import System.Random
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@@ -25,6 +25,8 @@ import Codec.Picture (Image,PixelRGBA8)
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import qualified Data.DList as DL
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import Dodge.LoadConfig
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import Data.Int (Int16)
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data World = World
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{ _keys :: !(S.Set Scancode)
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, _mouseButtons :: !(S.Set MouseButton)
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@@ -50,7 +52,7 @@ data World = World
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, _worldEvents :: !(World -> World)
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, _pressPlates :: IM.IntMap PressPlate
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, _buttons :: IM.IntMap Button
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, _soundQueue :: [Int]
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, _soundQueue :: [(Int,Int16)]
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, _sounds :: M.Map SoundOrigin Sound
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, _decorations :: IM.IntMap Picture
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, _corpses :: IM.IntMap (IM.IntMap [Corpse])
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@@ -810,7 +810,7 @@ moveShell time i cid rot accel w
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
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$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
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$ soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) (1) 250
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$ makeFlameletTimed oldPos
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(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
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$ smokeGen
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@@ -879,8 +879,7 @@ tractorBeamAt colID i pos dir = Projectile
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aGasCloud :: Int -> World -> World
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aGasCloud cid w
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= -- soundFrom Flame fireSound 2 500
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insertCloud $ set randGen g $
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= insertCloud $ set randGen g $
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w
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where
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(a,g) = randomR (-0.1,0.1) (_randGen w)
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@@ -896,7 +895,6 @@ aGasCloud cid w
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aFlame :: Float -> Int -> World -> World
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aFlame a cid w
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= shakeCr cid 2
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-- $ soundFrom Flame fireSound 2 500
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$ insertFlame $ resetAngle $ set randGen g $
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w
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where
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@@ -1381,7 +1379,7 @@ moveRemoteShell time i cid itid dir w
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$ set (projectiles . ix i . pjUpdate)
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(moveRemoteShell (time-1) i cid itid newdir)
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$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
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$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
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$ soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) (1) 250
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$ smokeGen
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$ makeFlameletTimed oldPos
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(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
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@@ -43,9 +43,9 @@ withWarmUp t f cid w
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| fState == 0 = set (pointerToItem . wpFire) (withWarmUp 100 f)
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$ set (pointerToItem . wpFireState) 2
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w
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| t > 1 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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| t > 2 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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$ soundFrom (CrWeaponSound cid) 26 1 0
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$ soundFrom (CrWeaponSound cid) 26 2 0
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w
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| t > 0 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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@@ -56,16 +56,19 @@ withWarmUp t f cid w
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$ f cid
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$ soundFrom (CrWeaponSound cid) 28 2 0
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w
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where cr = _creatures w IM.! cid
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fState = _wpFireState item
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fRate = _wpFireRate item
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reloadCondition = _wpLoadedAmmo item == 0
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where
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cr = _creatures w IM.! cid
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fState = _wpFireState item
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fRate = _wpFireRate item
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reloadCondition = _wpLoadedAmmo item == 0
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withSound :: Int -> (Int -> World -> World) -> Int -> World -> World
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withSound soundid f cid = soundOnce soundid . f cid
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withSound soundid f cid w = (soundOncePos soundid p . f cid) w
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where
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p = _crPos (_creatures w IM.! cid)
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withRecoil :: Float -> (Int -> World -> World) -> Int -> World -> World
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withRecoil recoilAmount eff cid w = eff cid . over (creatures . ix cid) pushback $ w
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@@ -42,11 +42,10 @@ killBlock bl w = f bl .
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where
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f bl@(Block {_blDegrades = (x:xs)}) = degradeBlock bl . hitSound bl
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f bl = hitSound' bl
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hitSound bl | _wlIsSeeThrough bl = mkSoundBreakGlass
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-- hitSound bl | _wlIsSeeThrough bl = soundMultiFrom sos (soundid+8) 25 0
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pos = _wlLine bl !! 0
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hitSound bl | _wlIsSeeThrough bl = mkSoundBreakGlass pos
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| otherwise = soundMultiFrom sos soundid 25 0
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hitSound' bl | _wlIsSeeThrough bl = mkSoundSplinterGlass
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-- hitSound' bl | _wlIsSeeThrough bl = soundMultiFrom sos (soundid+4) 25 0
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hitSound' bl | _wlIsSeeThrough bl = mkSoundSplinterGlass pos
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| otherwise = soundMultiFrom sos soundid 25 0
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sos = [BlockDegradeSound 0,BlockDegradeSound 1]
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(soundid,_) = randomR (29,32) $ _randGen w
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+54
-52
@@ -14,15 +14,15 @@ import qualified SDL.Mixer as Mix
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-- }}}
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loadSounds :: IO (IM.IntMap Mix.Chunk)
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loadSounds = do
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Mix.openAudio Mix.defaultAudio 256
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Mix.openAudio Mix.defaultAudio 128
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pFireSound <- Mix.load "./data/sound/tap3.wav"
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click <- Mix.load "./data/sound/click1.wav"
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reloadSound' <- Mix.load "./data/sound/reload1.wav"
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tone440 <- Mix.load "./data/sound/tone440.wav"
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pickupSound' <- Mix.load "./data/sound/pickUp.wav"
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putdownSound' <- Mix.load "./data/sound/whiteNoiseFadeOut.wav"
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fireSound' <- Mix.load "./data/sound/fire1.wav"
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grenadeBang' <- Mix.load "./data/sound/grenade.wav"
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putdownSound' <- Mix.load "./data/sound/whiteNoiseFadeOut.wav"
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fireSound' <- Mix.load "./data/sound/fire1.wav"
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grenadeBang' <- Mix.load "./data/sound/grenade.wav"
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tapQuiet' <- Mix.load "./data/sound/tapQuiet.wav"
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twoStep' <- Mix.load "./data/sound/twoStep.wav"
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healSound' <- Mix.load "./data/sound/heal.wav"
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@@ -57,52 +57,54 @@ loadSounds = do
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glass3' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A3.wav"
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glass4' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A4.wav"
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foamSpray' <- Mix.load "./data/sound/foamSprayLoop.wav"
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return $ IM.fromList $ zip [0..]
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$ [ pFireSound
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, click
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, reloadSound'
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, tone440
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, pickupSound'
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, putdownSound'
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, fireSound'
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, grenadeBang'
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, tapQuiet'
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, twoStep'
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, healSound'
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, doorSound'
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, twoStepSlow'
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, knifeSound'
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, buzzSound'
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, hitSound' --15
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, autoGunSound'
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, shotgunSound'
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, teleSound'
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, longGunSound'
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, launcherSound'
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, smokeTrailSound'
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, foot1Sound'
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, foot2Sound'
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, lasSound'
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, teslaSound' --25
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, crankSlow'
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, autoB'
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, mini'
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, impactA'
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, impactB' --30
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, impactC'
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, impactD'
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, glassShat1' --33
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, glassShat2'
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, glassShat3'
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, glassShat4'
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, glass1' --37
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, glass2'
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, glass3'
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, glass4' --40
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, foamSpray'
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]
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soundOnce :: Int -> World -> World
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soundOnce i = over soundQueue ((:) i)
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return $ IM.fromList $ zip [0..] $
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[ pFireSound
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, click
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, reloadSound'
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, tone440
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, pickupSound'
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, putdownSound'
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, fireSound'
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, grenadeBang'
|
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, tapQuiet'
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, twoStep'
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, healSound'
|
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, doorSound'
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, twoStepSlow'
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, knifeSound'
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, buzzSound'
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, hitSound' --15
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, autoGunSound'
|
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, shotgunSound'
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, teleSound'
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, longGunSound'
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, launcherSound'
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, smokeTrailSound'
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, foot1Sound'
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, foot2Sound'
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, lasSound'
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, teslaSound' --25
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, crankSlow'
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, autoB'
|
||||
, mini'
|
||||
, impactA'
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, impactB' --30
|
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, impactC'
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, impactD'
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, glassShat1' --33
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, glassShat2'
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, glassShat3'
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, glassShat4'
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, glass1' --37
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, glass2'
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, glass3'
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, glass4' --40
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, foamSpray'
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]
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loadMusic :: IO (IM.IntMap Mix.Music)
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loadMusic = do
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undercity <- Mix.load "./data/music/undercity.mid"
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return $ IM.fromList $ zip [0..] $
|
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[ undercity
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]
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+129
-10
@@ -1,35 +1,144 @@
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module Dodge.SoundLogic where
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{-|
|
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Module : Dodge.SoundLogic
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Description : Messages to "Sound" backend
|
||||
|
||||
This module allows us to talk to the "Sound" module.
|
||||
-}
|
||||
module Dodge.SoundLogic (
|
||||
-- * Manipulation of individual sounds
|
||||
soundOnce
|
||||
, soundOncePos
|
||||
, soundOnceOrigin
|
||||
, soundFromPos
|
||||
, soundFrom
|
||||
, soundMultiFrom
|
||||
, stopSoundFrom
|
||||
|
||||
-- * Manipulation of all sounds
|
||||
, haltSound
|
||||
, resumeSound
|
||||
, pauseSound
|
||||
|
||||
-- * Synonyms for sound identifiers
|
||||
, clickSound
|
||||
, reloadSound
|
||||
, pickUpSound
|
||||
, putDownSound
|
||||
, fireSound
|
||||
, grenadeBang
|
||||
, tapQuiet
|
||||
, twoStepSound
|
||||
, healSound
|
||||
, doorSound
|
||||
, twoStepSlowSound
|
||||
, knifeSound
|
||||
, buzzSound
|
||||
, hitSound
|
||||
, autoGunSound
|
||||
, shotgunSound
|
||||
, teleSound
|
||||
, longGunSound
|
||||
, launcherSound
|
||||
, smokeTrailSound
|
||||
, foot1Sound
|
||||
, foot2Sound
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Sound.Preload (SoundStatus (..))
|
||||
import Sound.Data (SoundStatus (..))
|
||||
import Geometry.Vector
|
||||
import Geometry (dist)
|
||||
|
||||
import Control.Lens
|
||||
import qualified Data.Map as M
|
||||
import Data.Int (Int16)
|
||||
|
||||
{-| Placeholder...-}
|
||||
haltSound :: World -> World
|
||||
haltSound w = w
|
||||
|
||||
{-| Placeholder...-}
|
||||
pauseSound :: World -> World
|
||||
pauseSound w = w
|
||||
|
||||
{-| Placeholder...-}
|
||||
resumeSound :: World -> World
|
||||
resumeSound w = w
|
||||
|
||||
{-| Add a sound to the queue for playback.
|
||||
Consider replacing with 'soundOncePos'.
|
||||
-}
|
||||
soundOnce :: Int -> World -> World
|
||||
soundOnce i = over soundQueue ((:) i)
|
||||
soundOnce i = over soundQueue ((:) (i,0))
|
||||
|
||||
soundOnceOrigin :: Int -> SoundOrigin -> World -> World
|
||||
soundOnceOrigin sType so = over sounds (M.insertWith (flip const) so sound)
|
||||
{-| Play a sound with a given position in the world.
|
||||
Uses the angle between the given position and '_cameraViewFrom', taking into account '_cameraRot'.
|
||||
-}
|
||||
soundOncePos :: Int -> Point2 -> World -> World
|
||||
soundOncePos i pos w = over soundQueue ((:) (i,a)) w
|
||||
where
|
||||
a = soundAngle pos w
|
||||
|
||||
{-| Play a sound once, with a given origin.
|
||||
For each origin only one sound will play at a time.
|
||||
-}
|
||||
soundOnceOrigin
|
||||
:: Int -- ^ ID of the sound to be played
|
||||
-> SoundOrigin -- ^ The \"creator\" of the sound
|
||||
-> Point2 -- ^ The position of the sound in the world
|
||||
-> World -> World
|
||||
soundOnceOrigin sType so p w = over sounds (M.insertWith (flip const) so theSound) w
|
||||
where
|
||||
sound = Sound
|
||||
theSound = Sound
|
||||
{ _soundChunkID = sType
|
||||
, _soundTime = Nothing
|
||||
, _soundFadeTime = 0
|
||||
, _soundStatus = ToStart
|
||||
, _soundChannel = Nothing
|
||||
, _soundPos = Nothing
|
||||
, _soundPos = Just (a,0)
|
||||
}
|
||||
a = soundAngle p w
|
||||
|
||||
soundFrom :: SoundOrigin -> Int -> Int -> Int -> World -> World
|
||||
soundFromPos
|
||||
:: SoundOrigin -- ^ \"Creator\" of sound
|
||||
-> Point2 -- ^ Position of sound
|
||||
-> Int -- ^ ID of sound to be played
|
||||
-> Int -- ^ Frames to play sound for
|
||||
-> Int -- ^ Time sound fades out after playing for the given number of frames (ms)
|
||||
-> World -> World
|
||||
soundFromPos so pos sType time fadeTime w = over sounds (M.insertWith f so sound) w
|
||||
where
|
||||
sound = Sound
|
||||
{ _soundChunkID = sType
|
||||
, _soundTime = Just time
|
||||
, _soundStatus = ToStart
|
||||
, _soundFadeTime = fadeTime
|
||||
, _soundChannel = Nothing
|
||||
, _soundPos = Just (a,0)
|
||||
}
|
||||
f _ s = s {_soundTime = Just time, _soundFadeTime = fadeTime}
|
||||
a = soundAngle pos w
|
||||
|
||||
{-| Calculates the angle of a sound with reference to '_cameraViewFrom'.
|
||||
Within 10 units considers the sound to be directly in front.
|
||||
-}
|
||||
soundAngle :: Point2 -> World -> Int16
|
||||
{-# INLINE soundAngle #-}
|
||||
soundAngle p w
|
||||
| dist p earPos < 10 = 0
|
||||
| otherwise = round
|
||||
. radToDeg
|
||||
. normalizeAngle
|
||||
. (+ pi)
|
||||
$ argV (vNormal (p -.- earPos)) - _cameraRot w
|
||||
where
|
||||
earPos = _cameraViewFrom w
|
||||
|
||||
soundFrom
|
||||
:: SoundOrigin
|
||||
-> Int -- ^ Sound ID
|
||||
-> Int -- ^ Frames to play
|
||||
-> Int -- ^ Fade out time (ms)
|
||||
-> World -> World
|
||||
soundFrom so sType time fadeTime w = over sounds (M.insertWith f so sound) w
|
||||
where
|
||||
sound = Sound
|
||||
@@ -42,7 +151,16 @@ soundFrom so sType time fadeTime w = over sounds (M.insertWith f so sound) w
|
||||
}
|
||||
f _ s = s {_soundTime = Just time, _soundFadeTime = fadeTime}
|
||||
|
||||
soundMultiFrom :: [SoundOrigin] -> Int -> Int -> Int -> World -> World
|
||||
{-| Uses the first free origin from a list.
|
||||
Does nothing if all origins are already creating sounds.
|
||||
TODO: add positional information.
|
||||
-}
|
||||
soundMultiFrom
|
||||
:: [SoundOrigin]
|
||||
-> Int -- ^ Sound ID
|
||||
-> Int -- ^ Frames to play for
|
||||
-> Int -- ^ Fade out time (ms)
|
||||
-> World -> World
|
||||
soundMultiFrom [] _ _ _ w = w
|
||||
soundMultiFrom (so:sos) sType time fadeTime w
|
||||
| so `M.member` _sounds w = soundMultiFrom sos sType time fadeTime w
|
||||
@@ -57,7 +175,8 @@ soundMultiFrom (so:sos) sType time fadeTime w
|
||||
, _soundPos = Nothing
|
||||
}
|
||||
|
||||
|
||||
{- | Sets '_soundTime' to 0.
|
||||
-}
|
||||
stopSoundFrom :: SoundOrigin -> World -> World
|
||||
stopSoundFrom so = over (sounds . ix so . soundTime) (fmap $ min 0)
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ import Control.Lens
|
||||
|
||||
-- The following should be improved.... I've made a first pass
|
||||
makePoisonExplosionAt :: Point2 -> World -> World
|
||||
makePoisonExplosionAt p w = soundOnce grenadeBang $ foldr (makeGasCloud p) w vels
|
||||
makePoisonExplosionAt p w = soundOncePos grenadeBang p $ foldr (makeGasCloud p) w vels
|
||||
where
|
||||
vels = evalState (sequence ( replicate 25 (randInCirc 2) )) (_randGen w)
|
||||
-- just change the number after replicate to get more or less clouds
|
||||
@@ -29,12 +29,12 @@ makePoisonExplosionAt p w = soundOnce grenadeBang $ foldr (makeGasCloud p) w vel
|
||||
-- currently the clouds push away from each other rather hard if they are close
|
||||
|
||||
makeTeslaExplosionAt :: Point2 -> World -> World
|
||||
makeTeslaExplosionAt pos w = soundOnce grenadeBang $ foldr ($) w listOfFunctions -- a bit shorter
|
||||
makeTeslaExplosionAt pos w = soundOncePos grenadeBang pos $ foldr ($) w listOfFunctions -- a bit shorter
|
||||
where
|
||||
-- rad or 360? Radians (hopefully) everywhere
|
||||
xs = randomRs (0, 2*pi) $ _randGen w
|
||||
p = newProjectileKey w
|
||||
pks = [p..]
|
||||
j = newProjectileKey w
|
||||
pks = [j..]
|
||||
listOfFunctions = map
|
||||
(\i -> over projectiles (IM.insert (pks!!i) (makeTeslaArcAt (pks!!i) pos (xs!!i))))
|
||||
[1 .. 29]
|
||||
@@ -43,7 +43,7 @@ makeTeslaExplosionAt pos w = soundOnce grenadeBang $ foldr ($) w listOfFunctions
|
||||
-- times
|
||||
-- the new flames are directly added to the list of particles
|
||||
makeFlameExplosionAt :: Point2 -> World -> World
|
||||
makeFlameExplosionAt p w = soundOnce grenadeBang $ over particles' (newFlames ++ ) w
|
||||
makeFlameExplosionAt p w = soundOncePos grenadeBang p $ over particles' (newFlames ++ ) w
|
||||
where
|
||||
newFlames = zipWith makeFlameWithVelAndTime velocities timers
|
||||
makeFlameWithVelAndTime vel time = aFlameParticle time p vel Nothing
|
||||
@@ -54,7 +54,7 @@ makeFlameExplosionAt p w = soundOnce grenadeBang $ over particles' (newFlames ++
|
||||
|
||||
|
||||
makeExplosionAt :: Point2 -> World -> World
|
||||
makeExplosionAt p w = soundOnce grenadeBang
|
||||
makeExplosionAt p w = soundOncePos grenadeBang p
|
||||
. addFlames
|
||||
. explosionFlashAt p
|
||||
$ makeShockwaveAt [] p 50 10 1 white
|
||||
|
||||
@@ -1,18 +1,19 @@
|
||||
module Dodge.WorldEvent.Sound
|
||||
where
|
||||
import Dodge.Data
|
||||
import Geometry.Data (Point2)
|
||||
|
||||
import Dodge.SoundLogic
|
||||
import System.Random
|
||||
|
||||
import Control.Lens
|
||||
|
||||
mkSoundBreakGlass :: World -> World
|
||||
mkSoundBreakGlass w = soundOnceOrigin soundid (GlassBreakSound 0) $ set randGen g w
|
||||
mkSoundBreakGlass :: Point2 -> World -> World
|
||||
mkSoundBreakGlass p w = soundOnceOrigin soundid (GlassBreakSound 0) p $ set randGen g w
|
||||
where
|
||||
(soundid,g) = _randGen w & randomR (37,40)
|
||||
|
||||
mkSoundSplinterGlass :: World -> World
|
||||
mkSoundSplinterGlass w = soundOnceOrigin soundid (GlassBreakSound 1) $ set randGen g w
|
||||
mkSoundSplinterGlass :: Point2 -> World -> World
|
||||
mkSoundSplinterGlass p w = soundOnceOrigin soundid (GlassBreakSound 1) p $ set randGen g w
|
||||
where
|
||||
(soundid,g) = _randGen w & randomR (33,36)
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
module Music
|
||||
where
|
||||
import qualified SDL.Mixer as Mix
|
||||
import qualified Data.IntMap as IM
|
||||
|
||||
data MusicData = MusicData
|
||||
{ _loadedMusic :: IM.IntMap Mix.Music
|
||||
}
|
||||
+2
-7
@@ -3,21 +3,16 @@ module Preload
|
||||
, module Preload.Data
|
||||
, module Preload.Update
|
||||
)
|
||||
where
|
||||
where
|
||||
import Preload.Data
|
||||
import Preload.Update
|
||||
|
||||
import Picture.Preload
|
||||
import Sound.Preload
|
||||
import Sound.Data
|
||||
import Control.Lens
|
||||
|
||||
import GHC.Word (Word32)
|
||||
|
||||
--doPreload :: IO (PreloadData a)
|
||||
--doPreload = do
|
||||
-- sData <- preloadSound
|
||||
-- rData <- preloadRender
|
||||
-- return $ PreloadData rData sData 0
|
||||
|
||||
cleanUpPreload :: PreloadData a -> IO ()
|
||||
cleanUpPreload pd = do
|
||||
|
||||
+6
-4
@@ -5,12 +5,14 @@ import Control.Lens
|
||||
import GHC.Word (Word32)
|
||||
|
||||
import Picture.Preload
|
||||
import Sound.Preload
|
||||
import Sound.Data
|
||||
import Music
|
||||
|
||||
data PreloadData a = PreloadData
|
||||
{ _renderData :: RenderData
|
||||
, _soundData :: SoundData a
|
||||
, _frameTimer :: Word32
|
||||
{ _renderData :: RenderData
|
||||
, _soundData :: SoundData a
|
||||
, _musicData :: MusicData
|
||||
, _frameTimer :: Word32
|
||||
}
|
||||
|
||||
makeLenses ''PreloadData
|
||||
|
||||
+31
-10
@@ -11,10 +11,11 @@ Uses SDL.Mixer.
|
||||
module Sound (
|
||||
-- * Simple (One-Shot) Playback
|
||||
playSoundQueue
|
||||
, playPositionalSoundQueue
|
||||
-- * Complex Playback
|
||||
, playAndUpdate
|
||||
) where
|
||||
import Sound.Preload
|
||||
import Sound.Data
|
||||
|
||||
import qualified SDL.Mixer as Mix
|
||||
import Data.Maybe
|
||||
@@ -24,6 +25,7 @@ import Control.Monad
|
||||
import Control.Monad.Trans
|
||||
import Control.Monad.Trans.Maybe
|
||||
import Control.Lens
|
||||
import Data.Int (Int16)
|
||||
{- | Start playing new sounds and update sound specifications.
|
||||
A Map of new sound specifications is merged with a Map of already playing sounds,
|
||||
then sounds in the merged Map are updated.
|
||||
@@ -63,7 +65,9 @@ updateSounds sd ss = do
|
||||
|
||||
updateSound :: IM.IntMap Mix.Chunk -> Sound -> MaybeT IO Sound
|
||||
updateSound sd s =
|
||||
initialisePlaying sd s >>= liftIO . decrementTimer >>= cleanupHalted
|
||||
initialisePlaying sd s
|
||||
>>= liftIO . (decrementTimer >=> applyPosition)
|
||||
>>= cleanupHalted
|
||||
|
||||
initialisePlaying :: IM.IntMap Mix.Chunk -> Sound -> MaybeT IO Sound
|
||||
initialisePlaying sd s = case _soundStatus s of
|
||||
@@ -98,6 +102,12 @@ decrementTimer s = case _soundTime s of
|
||||
& soundStatus .~ FadingOut)
|
||||
Nothing -> return s
|
||||
|
||||
applyPosition :: Sound -> IO Sound
|
||||
applyPosition s = case _soundPos s of
|
||||
Nothing -> return s
|
||||
Just (a,d) -> Mix.effectPosition (fromJust $ _soundChannel s) a d
|
||||
>> return (s & soundPos .~ Nothing)
|
||||
|
||||
fadeOutMaybe :: Maybe Mix.Channel -> Int -> IO ()
|
||||
fadeOutMaybe (Just x) fadeT = Mix.fadeOut (fromIntegral fadeT + 1) x
|
||||
fadeOutMaybe _ _ = return ()
|
||||
@@ -112,18 +122,29 @@ cleanupHalted s = do
|
||||
|
||||
-----------------------------------------------------------------
|
||||
{- | Play sounds from a list of indices.
|
||||
Each sound starts playing (and will not repeat) if there is a free channel.
|
||||
For each index, the corresponding sound starts playing if there is a free channel.
|
||||
Use this if you don't care about timing, overlapping, fading, or sound positions.
|
||||
-}
|
||||
playSoundQueue :: IM.IntMap Mix.Chunk -> [Int] -> IO ()
|
||||
playSoundQueue chunkMap ns = forM_ ns $ \n -> playIfFree (chunkMap IM.! n) Mix.Once
|
||||
playSoundQueue chunkMap ns = forM_ ns $ \n -> runMaybeT $ playIfFree (chunkMap IM.! n) Mix.Once
|
||||
{- | Given a chunk, attempt to play this on a free channel a given number of
|
||||
times. Returns 'Just' the channel if succeeds.
|
||||
-}
|
||||
playIfFree :: Mix.Chunk -> Mix.Times -> IO (Maybe Mix.Channel)
|
||||
playIfFree c times = do
|
||||
mayChan <- Mix.getAvailable Mix.DefaultGroup
|
||||
case mayChan of
|
||||
Nothing -> return Nothing
|
||||
Just i -> Just <$> Mix.playOn i times c
|
||||
|
||||
playIfFree :: Mix.Chunk -> Mix.Times -> MaybeT IO Mix.Channel
|
||||
playIfFree c times = do
|
||||
i <- MaybeT $ Mix.getAvailable Mix.DefaultGroup
|
||||
liftIO $ Mix.playOn i times c
|
||||
|
||||
-----------------------------------------------------------------
|
||||
{- | Play sounds from a list of index/position pairs.
|
||||
As for 'playSoundQueue', but with positional information in the form of an Int16.
|
||||
-}
|
||||
playPositionalSoundQueue :: IM.IntMap Mix.Chunk -> [(Int,Int16)] -> IO ()
|
||||
playPositionalSoundQueue chunkMap ns = forM_ ns $ \(n,a) ->
|
||||
runMaybeT $ playIfFree (chunkMap IM.! n) Mix.Once >>= setChannelPos a
|
||||
|
||||
setChannelPos :: Int16 -> Mix.Channel -> MaybeT IO Mix.Channel
|
||||
setChannelPos a i = do
|
||||
liftIO $ Mix.effectPosition i a 0
|
||||
return i
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
module Sound.Preload
|
||||
module Sound.Data
|
||||
where
|
||||
import qualified SDL.Mixer as Mix
|
||||
import qualified Data.IntMap as IM
|
||||
import qualified Data.Map as M
|
||||
import Control.Lens
|
||||
import Geometry
|
||||
import Data.Word (Word8)
|
||||
import Data.Int (Int16)
|
||||
|
||||
data SoundStatus
|
||||
= Playing
|
||||
@@ -22,7 +24,7 @@ data Sound = Sound
|
||||
, _soundFadeTime :: Int
|
||||
, _soundStatus :: SoundStatus
|
||||
, _soundChannel :: Maybe Mix.Channel
|
||||
, _soundPos :: Maybe Point2
|
||||
, _soundPos :: Maybe (Int16,Word8)
|
||||
, _soundChunkID :: Int
|
||||
}
|
||||
deriving (Eq,Ord,Show)
|
||||
Reference in New Issue
Block a user