Remove loop dependency on loading dodge sounds

This commit is contained in:
jgk
2021-03-27 13:42:14 +01:00
parent 2897c65e9e
commit 2011728de5
10 changed files with 171 additions and 153 deletions
+98 -102
View File
@@ -15,112 +15,108 @@ data SoundData a = SoundData
{_loadedChunks :: IM.IntMap Mix.Chunk
,_playingSounds :: M.Map a Sound
}
data Sound = Sound { _soundTime :: Int
, _soundFadeTime :: Int
--, _soundChannel :: Maybe Int
, _soundChannel :: Maybe Mix.Channel
, _soundPos :: Maybe Point2
, _soundType :: Int
}
deriving (Eq,Ord,Show)
data Sound = Sound
{ _soundTime :: Int
, _soundFadeTime :: Int
, _soundChannel :: Maybe Mix.Channel
, _soundPos :: Maybe Point2
, _soundType :: Int
}
deriving (Eq,Ord,Show)
makeLenses ''SoundData
makeLenses ''Sound
cleanUpSoundPreload :: SoundData a -> IO ()
cleanUpSoundPreload sd = Mix.closeAudio
preloadSound :: IO (SoundData a)
preloadSound = do
Mix.openAudio Mix.defaultAudio 256
-- pFireSound <- Mix.loadWAV "./data/sound/tap3.wav"
pFireSound <- Mix.load "./data/sound/tap3.wav"
click <- Mix.load "./data/sound/click1.wav"
reloadSound' <- Mix.load "./data/sound/reload1.wav"
tone440 <- Mix.load "./data/sound/tone440.wav"
pickupSound' <- Mix.load "./data/sound/pickUp.wav"
putdownSound' <- Mix.load "./data/sound/whiteNoiseFadeOut.wav"
fireSound' <- Mix.load "./data/sound/fire1.wav"
grenadeBang' <- Mix.load "./data/sound/grenade.wav"
tapQuiet' <- Mix.load "./data/sound/tapQuiet.wav"
twoStep' <- Mix.load "./data/sound/twoStep.wav"
healSound' <- Mix.load "./data/sound/heal.wav"
doorSound' <- Mix.load "./data/sound/slideDoor.wav"
twoStepSlow' <- Mix.load "./data/sound/twoStepSlow.wav"
knifeSound' <- Mix.load "./data/sound/knife.wav"
buzzSound' <- Mix.load "./data/sound/buzz.wav"
hitSound' <- Mix.load "./data/sound/hit1.wav"
autoGunSound' <- Mix.load "./data/sound/autoGun.wav"
shotgunSound' <- Mix.load "./data/sound/shotgun.wav"
teleSound' <- Mix.load "./data/sound/tele.wav"
longGunSound' <- Mix.load "./data/sound/longTap.wav"
launcherSound' <- Mix.load "./data/sound/tap4.wav"
smokeTrailSound' <- Mix.load "./data/sound/missileLaunch.wav"
foot1Sound' <- Mix.load "./data/sound/foot1.wav"
foot2Sound' <- Mix.load "./data/sound/foot2.wav"
lasSound' <- Mix.load "./data/sound/tone440sawtooth.wav"
teslaSound' <- Mix.load "./data/sound/Electrical-Welding.wav"
crankSlow' <- Mix.load "./data/sound/crankSlow.wav"
autoB' <- Mix.load "./data/sound/autoB.wav"
mini' <- Mix.load "./data/sound/mini1.wav"
impactA' <- Mix.load "./data/sound/Impact-A.wav"
impactB' <- Mix.load "./data/sound/Impact-B.wav"
impactC' <- Mix.load "./data/sound/Impact-C.wav"
impactD' <- Mix.load "./data/sound/Impact-D.wav"
glassShat1' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A1.wav"
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}
--preloadSound :: IO (SoundData a)
--preloadSound = do
-- Mix.openAudio Mix.defaultAudio 256
-- pFireSound <- Mix.load "./data/sound/tap3.wav"
-- click <- Mix.load "./data/sound/click1.wav"
-- reloadSound' <- Mix.load "./data/sound/reload1.wav"
-- tone440 <- Mix.load "./data/sound/tone440.wav"
-- pickupSound' <- Mix.load "./data/sound/pickUp.wav"
-- putdownSound' <- Mix.load "./data/sound/whiteNoiseFadeOut.wav"
-- fireSound' <- Mix.load "./data/sound/fire1.wav"
-- grenadeBang' <- Mix.load "./data/sound/grenade.wav"
-- tapQuiet' <- Mix.load "./data/sound/tapQuiet.wav"
-- twoStep' <- Mix.load "./data/sound/twoStep.wav"
-- healSound' <- Mix.load "./data/sound/heal.wav"
-- doorSound' <- Mix.load "./data/sound/slideDoor.wav"
-- twoStepSlow' <- Mix.load "./data/sound/twoStepSlow.wav"
-- knifeSound' <- Mix.load "./data/sound/knife.wav"
-- buzzSound' <- Mix.load "./data/sound/buzz.wav"
-- hitSound' <- Mix.load "./data/sound/hit1.wav"
-- autoGunSound' <- Mix.load "./data/sound/autoGun.wav"
-- shotgunSound' <- Mix.load "./data/sound/shotgun.wav"
-- teleSound' <- Mix.load "./data/sound/tele.wav"
-- longGunSound' <- Mix.load "./data/sound/longTap.wav"
-- launcherSound' <- Mix.load "./data/sound/tap4.wav"
-- smokeTrailSound' <- Mix.load "./data/sound/missileLaunch.wav"
-- foot1Sound' <- Mix.load "./data/sound/foot1.wav"
-- foot2Sound' <- Mix.load "./data/sound/foot2.wav"
-- lasSound' <- Mix.load "./data/sound/tone440sawtooth.wav"
-- teslaSound' <- Mix.load "./data/sound/Electrical-Welding.wav"
-- crankSlow' <- Mix.load "./data/sound/crankSlow.wav"
-- autoB' <- Mix.load "./data/sound/autoB.wav"
-- mini' <- Mix.load "./data/sound/mini1.wav"
-- impactA' <- Mix.load "./data/sound/Impact-A.wav"
-- impactB' <- Mix.load "./data/sound/Impact-B.wav"
-- impactC' <- Mix.load "./data/sound/Impact-C.wav"
-- impactD' <- Mix.load "./data/sound/Impact-D.wav"
-- glassShat1' <- Mix.load "./data/sound/Glass-Bottle-Shattering-A1.wav"
-- 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}