Remove loop dependency on loading dodge sounds
This commit is contained in:
+11
-6
@@ -1,9 +1,7 @@
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module Main where
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import Loop
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import Shader
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import LoadConfig
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import Dodge.Default
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import Dodge.Data
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import Dodge.Initialisation
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@@ -16,14 +14,13 @@ import Dodge.Rendering
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import Dodge.Menu
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import Dodge.Floor
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import Dodge.LoadConfig
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import Dodge.LoadSound
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import Picture
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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 Control.Concurrent
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import Control.Lens
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@@ -32,17 +29,25 @@ import Control.Monad (when)
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import System.Random
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import qualified Data.Map as M
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import qualified SDL
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import qualified SDL.Mixer as Mix
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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doPreload' :: IO (PreloadData a)
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doPreload' = do
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lChunks <- loadSounds
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let sData = SoundData {_loadedChunks = lChunks, _playingSounds = M.empty}
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rData <- preloadRender
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return $ PreloadData rData sData 0
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main :: IO ()
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main = do
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(sizex,sizey) <- loadConfig
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keyConfig <- loadKeyConfig
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setupLoop
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(sizex,sizey)
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(SDL.cursorVisible $= False >> doPreload >>= resizeSpareFBO sizex sizey)
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(SDL.cursorVisible $= False >> doPreload' >>= resizeSpareFBO sizex sizey)
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(\x -> (SDL.cursorVisible $= True) >> cleanUpPreload x)
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(fmap (setWindowSize sizex sizey keyConfig) firstWorld)
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( \preData w -> do
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@@ -6,6 +6,8 @@ import Dodge.Default
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import Dodge.CreatureState
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import Dodge.LightSources
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import Dodge.WorldEvent.Sound
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import Dodge.Creature.Update hiding (CRUpdate)
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import Picture
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@@ -30,7 +32,7 @@ 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 = w & lightSources %~ IM.delete i
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| _crHP cr < 0 = mkSoundBreakGlass w & lightSources %~ IM.delete i
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| otherwise = w & lightSources . ix i . lsPos .~ _crPos cr
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internalUpdate cr
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| _crHP cr < 0 = Nothing
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@@ -3,7 +3,6 @@ module Dodge.Item.Weapon
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( module Dodge.Item.Weapon
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)
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where
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-- imports {{{
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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@@ -50,7 +49,6 @@ pistol,lasGun,tractorGun,launcher,autoGun
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,multGun
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-- ,shatterGun
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,longGun,flamer,blinkGun,forceFieldGun :: Item
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pistol = Weapon
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{ _itName = "PISTOL"
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, _itIdentity = Pistol
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@@ -4,6 +4,8 @@ import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.WorldEvent.Sound
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import Dodge.LevelGen.Pathing
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import Geometry
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@@ -40,9 +42,11 @@ 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 = soundMultiFrom sos (soundid+8) 25 0
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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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| otherwise = soundMultiFrom sos soundid 25 0
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hitSound' bl | _wlIsSeeThrough bl = soundMultiFrom sos (soundid+4) 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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| 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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@@ -14,12 +14,12 @@ 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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-- pFireSound <- Mix.load "./data/sound/tap3.wav"
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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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Mix.openAudio Mix.defaultAudio 256
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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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+20
-24
@@ -1,12 +1,7 @@
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module Dodge.SoundLogic where
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-- imports {{{
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import Dodge.Data
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import Control.Lens
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import qualified Data.Map as M
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-- }}}
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--
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-- PLACEHOLDERS:
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haltSound :: World -> World
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haltSound w = w
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@@ -21,26 +16,28 @@ soundOnce :: Int -> World -> World
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soundOnce i = over soundQueue ((:) i)
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continueSoundFrom :: SoundOrigin -> Int -> Int -> Int -> World -> World
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continueSoundFrom so sType time fadeTime w
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= over sounds (M.insertWith f so sound) w
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where sound = Sound { _soundType = sType
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, _soundTime = time
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, _soundFadeTime = fadeTime
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, _soundChannel = Nothing
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, _soundPos = Nothing
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}
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f _ s = s {_soundTime = time, _soundFadeTime = fadeTime}
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continueSoundFrom so sType time fadeTime w = over sounds (M.insertWith f so sound) w
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where
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sound = Sound
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{ _soundType = sType
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, _soundTime = time
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, _soundFadeTime = fadeTime
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, _soundChannel = Nothing
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, _soundPos = Nothing
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}
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f _ s = s {_soundTime = time, _soundFadeTime = fadeTime}
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soundFrom :: SoundOrigin -> Int -> Int -> Int -> World -> World
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soundFrom so sType time fadeTime w
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= over sounds (M.insertWith f so sound) w
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where sound = Sound { _soundType = sType
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, _soundTime = time
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, _soundFadeTime = fadeTime
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, _soundChannel = Nothing
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, _soundPos = Nothing
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}
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f _ s = s {_soundTime = time, _soundFadeTime = fadeTime}
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soundFrom so sType time fadeTime w = over sounds (M.insertWith f so sound) w
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where
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sound = Sound
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{ _soundType = sType
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, _soundTime = time
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, _soundFadeTime = fadeTime
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, _soundChannel = Nothing
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, _soundPos = Nothing
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}
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f _ s = s {_soundTime = time, _soundFadeTime = fadeTime}
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soundMultiFrom :: [SoundOrigin] -> Int -> Int -> Int -> World -> World
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soundMultiFrom [] _ _ _ w = w
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@@ -57,7 +54,6 @@ soundMultiFrom (so:sos) sType time fadeTime w
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stopSoundFrom :: SoundOrigin -> World -> World
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stopSoundFrom so = over (sounds . ix so . soundTime) (min 0)
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-- idea: pass the id of the sound to the world and send it to some queue for
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-- playback
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@@ -0,0 +1,18 @@
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module Dodge.WorldEvent.Sound
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where
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import Dodge.Data
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import Dodge.SoundLogic
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import System.Random
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import Control.Lens
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mkSoundBreakGlass :: World -> World
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mkSoundBreakGlass w = soundOnce soundid $ set randGen g w
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where
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(soundid,g) = _randGen w & randomR (37,40)
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mkSoundSplinterGlass :: World -> World
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mkSoundSplinterGlass w = soundOnce soundid $ set randGen g w
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where
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(soundid,g) = _randGen w & randomR (33,36)
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+5
-5
@@ -13,11 +13,11 @@ import Control.Lens
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import GHC.Word (Word32)
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doPreload :: IO (PreloadData a)
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doPreload = do
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sData <- preloadSound
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rData <- preloadRender
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return $ PreloadData rData sData 0
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--doPreload :: IO (PreloadData a)
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--doPreload = do
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-- sData <- preloadSound
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-- rData <- preloadRender
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-- return $ PreloadData rData sData 0
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cleanUpPreload :: PreloadData a -> IO ()
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cleanUpPreload pd = do
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+4
-5
@@ -13,8 +13,7 @@ import qualified Data.Map as M
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import Control.Lens
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playSoundQueue :: SoundData a -> [Int] -> IO ()
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playSoundQueue sd ns =
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forM_ ns $ \n -> playIfFree (_loadedChunks sd IM.! n) Mix.Once
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playSoundQueue sd ns = forM_ ns $ \n -> playIfFree (_loadedChunks sd IM.! n) Mix.Once
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playIfFree :: Mix.Chunk -> Mix.Times -> IO (Maybe Mix.Channel)
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playIfFree c times = do
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@@ -43,8 +42,8 @@ playSounds sd = do
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updatePlaying :: Ord a => M.Map a Sound -> M.Map a Sound -> M.Map a Sound
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updatePlaying new old = M.unionWith f new old
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where f newSound oldSound = newSound {_soundChannel = _soundChannel oldSound}
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where
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f newSound oldSound = newSound {_soundChannel = _soundChannel oldSound}
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playAndUpdate :: Ord a => M.Map a Sound -> SoundData a -> IO (SoundData a)
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playAndUpdate new sd = do
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playSounds $ over playingSounds (updatePlaying new) sd
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playAndUpdate new sd = playSounds $ over playingSounds (updatePlaying new) sd
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+98
-102
@@ -15,112 +15,108 @@ data SoundData a = SoundData
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{_loadedChunks :: IM.IntMap Mix.Chunk
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,_playingSounds :: M.Map a Sound
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}
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data Sound = Sound { _soundTime :: Int
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, _soundFadeTime :: Int
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--, _soundChannel :: Maybe Int
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, _soundChannel :: Maybe Mix.Channel
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, _soundPos :: Maybe Point2
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, _soundType :: Int
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}
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deriving (Eq,Ord,Show)
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data Sound = Sound
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{ _soundTime :: Int
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, _soundFadeTime :: Int
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, _soundChannel :: Maybe Mix.Channel
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, _soundPos :: Maybe Point2
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, _soundType :: Int
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}
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deriving (Eq,Ord,Show)
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makeLenses ''SoundData
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makeLenses ''Sound
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cleanUpSoundPreload :: SoundData a -> IO ()
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cleanUpSoundPreload sd = Mix.closeAudio
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preloadSound :: IO (SoundData a)
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preloadSound = do
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Mix.openAudio Mix.defaultAudio 256
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-- pFireSound <- Mix.loadWAV "./data/sound/tap3.wav"
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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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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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doorSound' <- Mix.load "./data/sound/slideDoor.wav"
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twoStepSlow' <- Mix.load "./data/sound/twoStepSlow.wav"
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knifeSound' <- Mix.load "./data/sound/knife.wav"
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buzzSound' <- Mix.load "./data/sound/buzz.wav"
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hitSound' <- Mix.load "./data/sound/hit1.wav"
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autoGunSound' <- Mix.load "./data/sound/autoGun.wav"
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shotgunSound' <- Mix.load "./data/sound/shotgun.wav"
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teleSound' <- Mix.load "./data/sound/tele.wav"
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longGunSound' <- Mix.load "./data/sound/longTap.wav"
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launcherSound' <- Mix.load "./data/sound/tap4.wav"
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smokeTrailSound' <- Mix.load "./data/sound/missileLaunch.wav"
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foot1Sound' <- Mix.load "./data/sound/foot1.wav"
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foot2Sound' <- Mix.load "./data/sound/foot2.wav"
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lasSound' <- Mix.load "./data/sound/tone440sawtooth.wav"
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teslaSound' <- Mix.load "./data/sound/Electrical-Welding.wav"
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crankSlow' <- Mix.load "./data/sound/crankSlow.wav"
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autoB' <- Mix.load "./data/sound/autoB.wav"
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mini' <- Mix.load "./data/sound/mini1.wav"
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impactA' <- Mix.load "./data/sound/Impact-A.wav"
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impactB' <- Mix.load "./data/sound/Impact-B.wav"
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impactC' <- Mix.load "./data/sound/Impact-C.wav"
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impactD' <- Mix.load "./data/sound/Impact-D.wav"
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glassShat1' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A1.wav"
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glassShat2' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A2.wav"
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glassShat3' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A3.wav"
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glassShat4' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A4.wav"
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glass1' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A1.wav"
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glass2' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A2.wav"
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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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let loadedS = 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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return $ SoundData {_loadedChunks = loadedS, _playingSounds = M.empty}
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--preloadSound :: IO (SoundData a)
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--preloadSound = do
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-- Mix.openAudio Mix.defaultAudio 256
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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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-- 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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-- doorSound' <- Mix.load "./data/sound/slideDoor.wav"
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-- twoStepSlow' <- Mix.load "./data/sound/twoStepSlow.wav"
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-- knifeSound' <- Mix.load "./data/sound/knife.wav"
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-- buzzSound' <- Mix.load "./data/sound/buzz.wav"
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-- hitSound' <- Mix.load "./data/sound/hit1.wav"
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-- autoGunSound' <- Mix.load "./data/sound/autoGun.wav"
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-- shotgunSound' <- Mix.load "./data/sound/shotgun.wav"
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-- teleSound' <- Mix.load "./data/sound/tele.wav"
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-- longGunSound' <- Mix.load "./data/sound/longTap.wav"
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-- launcherSound' <- Mix.load "./data/sound/tap4.wav"
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-- smokeTrailSound' <- Mix.load "./data/sound/missileLaunch.wav"
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-- foot1Sound' <- Mix.load "./data/sound/foot1.wav"
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-- foot2Sound' <- Mix.load "./data/sound/foot2.wav"
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-- lasSound' <- Mix.load "./data/sound/tone440sawtooth.wav"
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-- teslaSound' <- Mix.load "./data/sound/Electrical-Welding.wav"
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-- crankSlow' <- Mix.load "./data/sound/crankSlow.wav"
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-- autoB' <- Mix.load "./data/sound/autoB.wav"
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-- mini' <- Mix.load "./data/sound/mini1.wav"
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-- impactA' <- Mix.load "./data/sound/Impact-A.wav"
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-- impactB' <- Mix.load "./data/sound/Impact-B.wav"
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-- impactC' <- Mix.load "./data/sound/Impact-C.wav"
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-- impactD' <- Mix.load "./data/sound/Impact-D.wav"
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-- glassShat1' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A1.wav"
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-- glassShat2' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A2.wav"
|
||||
-- glassShat3' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A3.wav"
|
||||
-- glassShat4' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A4.wav"
|
||||
-- glass1' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A1.wav"
|
||||
-- glass2' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A2.wav"
|
||||
-- glass3' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A3.wav"
|
||||
-- glass4' <- Mix.load "./data/sound/Small-Piece-Of-Glass-Shattering-A4.wav"
|
||||
-- foamSpray' <- Mix.load "./data/sound/foamSprayLoop.wav"
|
||||
-- let loadedS = IM.fromList $ zip [0..] $
|
||||
-- [ pFireSound
|
||||
-- , click
|
||||
-- , reloadSound'
|
||||
-- , tone440
|
||||
-- , pickupSound'
|
||||
-- , putdownSound'
|
||||
-- , fireSound'
|
||||
-- , grenadeBang'
|
||||
-- , tapQuiet'
|
||||
-- , twoStep'
|
||||
-- , healSound'
|
||||
-- , doorSound'
|
||||
-- , twoStepSlow'
|
||||
-- , knifeSound'
|
||||
-- , buzzSound'
|
||||
-- , hitSound' --15
|
||||
-- , autoGunSound'
|
||||
-- , shotgunSound'
|
||||
-- , teleSound'
|
||||
-- , longGunSound'
|
||||
-- , launcherSound'
|
||||
-- , smokeTrailSound'
|
||||
-- , foot1Sound'
|
||||
-- , foot2Sound'
|
||||
-- , lasSound'
|
||||
-- , teslaSound' --25
|
||||
-- , crankSlow'
|
||||
-- , autoB'
|
||||
-- , mini'
|
||||
-- , impactA'
|
||||
-- , impactB' --30
|
||||
-- , impactC'
|
||||
-- , impactD'
|
||||
-- , glassShat1' --33
|
||||
-- , glassShat2'
|
||||
-- , glassShat3'
|
||||
-- , glassShat4'
|
||||
-- , glass1' --37
|
||||
-- , glass2'
|
||||
-- , glass3'
|
||||
-- , glass4' --40
|
||||
-- , foamSpray'
|
||||
-- ]
|
||||
-- return $ SoundData {_loadedChunks = loadedS, _playingSounds = M.empty}
|
||||
|
||||
Reference in New Issue
Block a user