Refactor sound

This commit is contained in:
2021-09-12 17:52:34 +01:00
parent ea333a363b
commit 51a85bd1ec
97 changed files with 409 additions and 177 deletions
Binary file not shown.
Binary file not shown.
+4 -4
View File
@@ -19,7 +19,7 @@ import Dodge.Base
import Dodge.Zone
import Dodge.Base.Collide
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
--import Dodge.WorldEvent
import Dodge.Inventory
--import Dodge.LightSources
@@ -167,7 +167,7 @@ blinkAction
-> World
-> World
blinkAction cr w
= soundMultiFrom [TeleSound 0,TeleSound 1] p3 teleSound Nothing
= soundMultiFrom [TeleSound 0,TeleSound 1] p3 teleS Nothing
. over radDistortion (distortionBulge ++)
. set (creatures . ix cid . crPos) p3
. blinkShockwave cid p3
@@ -198,7 +198,7 @@ youDropItem w = case yourItem w of
NoItem -> w
_ -> rmSelectedInvItem (_yourID w)
. copyItemToFloor (you w) (_crInvSel cr)
$ soundFrom (CrSound (_crID cr)) (_crPos cr) putDownSound Nothing
$ soundFrom (CrSound (_crID cr)) (_crPos cr) whiteNoiseFadeOutS Nothing
w
where
cr = you w
@@ -233,7 +233,7 @@ pickUpItem
pickUpItem cid flit w = case maybeInvSlot of
Nothing -> w
Just i -> w
& soundFrom (CrSound cid) (_flItPos flit) pickUpSound Nothing
& soundFrom (CrSound cid) (_flItPos flit) pickUpS Nothing
& updateItLocation i
& floorItems %~ IM.delete (_flItID flit)
& creatures . ix cid . crInv . ix i %~ addItem it
+2 -2
View File
@@ -11,7 +11,7 @@ import Dodge.Data.DamageType
import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Geometry
import qualified Data.IntMap.Strict as IM
@@ -84,5 +84,5 @@ followImpulse cr w imp = case imp of
posFromID cid' = _crPos $ _creatures w IM.! cid'
rr a = fst $ randomR (-a,a) $ _randGen w
hitCr i = over (creatures . ix i . crState . crDamage) (addDam i)
. soundFrom (CrSound cid) cpos hitSound Nothing
. soundFrom (CrSound cid) cpos hitS Nothing
addDam i dams = Blunt 100 cpos (posFromID i) (posFromID i) : dams
+3 -3
View File
@@ -9,7 +9,7 @@ import Dodge.Creature.Stance.Data
--import Dodge.Creature.Test
--import Dodge.Base
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.RandomHelp
import Dodge.WorldEvent
--import Dodge.WallCreatureCollisions
@@ -141,7 +141,7 @@ weaponReloadSounds cr w = case _crInv cr IM.!? _crInvSel cr of
| otherwise -> w
Just Weapon{_wpReloadState = 0} -> w
Just Weapon{_wpReloadState = 1} -> stopSoundFrom (CrReloadSound cid) w
Just Weapon{} -> soundFrom (CrReloadSound cid) (_crPos cr) reloadSound (Just 1) w
Just Weapon{} -> soundFrom (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
_ -> w
where
cid = _crID cr
@@ -223,7 +223,7 @@ updateExpBarrel cr w
applyFuseDamage cr' = cr' & crHP %~
subtract (length . _piercedPoints . _crSpState $ _crState cr')
hiss | null poss = id
| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] (_crPos cr) 41 (Just 1)
| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] (_crPos cr) foamSprayLoopS (Just 1)
stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
damToExpBarrel :: [DamageType] -> Creature -> Creature
+5 -3
View File
@@ -4,7 +4,9 @@ import Dodge.Data
import Dodge.Data.SoundOrigin
import Dodge.Creature.Stance.Data
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Geometry.Data
import Sound.Data
import Control.Lens
@@ -36,6 +38,6 @@ makeFootstepSound currentStride maxStride ff p
where
footor = [FootstepSound 0,FootstepSound 1]
chooseFootSound :: FootForward -> Int
chooseFootSound LeftForward = 22
chooseFootSound _ = 23
chooseFootSound :: FootForward -> SoundID
chooseFootSound LeftForward = foot1S
chooseFootSound _ = foot2S
+3 -3
View File
@@ -5,12 +5,12 @@ import Dodge.Data
import Dodge.Base.Collide
import Dodge.Creature.Test
import Dodge.Creature.Stance.Data
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Geometry
holsterWeapon, drawWeapon :: Action
holsterWeapon = DoImpulses [ChangePosture AtEase, MakeSound putDownSound]
drawWeapon = DoImpulses [ChangePosture Aiming, MakeSound pickUpSound]
holsterWeapon = DoImpulses [ChangePosture AtEase, MakeSound whiteNoiseFadeOutS]
drawWeapon = DoImpulses [ChangePosture Aiming, MakeSound whiteNoiseFadeInS]
fleeFrom :: Creature -> Maybe Creature -> Action
fleeFrom cr mtcr = case mtcr of
+2 -2
View File
@@ -378,7 +378,7 @@ data Item
}
| NoItem
data ReloadType = ActiveReload | PassiveReload Int
data ReloadType = ActiveReload | PassiveReload SoundID
data ItEffect = NoItEffect
| ItInvEffect
@@ -581,7 +581,7 @@ data Impulse
-- | UseIntrinsicAbility
| Melee Int
| ChangePosture Posture
| MakeSound Int
| MakeSound SoundID
| ChangeStrategy Strategy
| AddGoal Goal
| ArbitraryImpulseFunction (World -> Creature -> Creature)
+2 -1
View File
@@ -15,6 +15,7 @@ import Dodge.Creature.State.Data
import Dodge.Creature.Perception.Data
import Dodge.Creature.Memory.Data
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.Picture.Layer
import Geometry
import Picture
@@ -214,7 +215,7 @@ defaultButton = Button
, _btEvent = \b w ->
set (buttons . ix (_btID b) . btPict) (onLayer WlLayer $ color red $ polygon $ rectNSEW (-4) (-5) 10 (-10))
. set (buttons . ix (_btID b) . btState) BtNoLabel
. soundFrom (LeverSound 0) (_btPos b) 1 Nothing $ w
. soundFrom (LeverSound 0) (_btPos b) click1S Nothing $ w
, _btID = 0
, _btText = "Button"
, _btState = BtOff
+2 -2
View File
@@ -9,7 +9,7 @@ import Dodge.Layout
import Dodge.Story
import Dodge.WorldEvent.Cloud
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
--import Dodge.Creature.Perception
import Geometry.Data
--import Picture
@@ -47,7 +47,7 @@ initialWorld = defaultWorld
, _mousePos = V2 0 0
, _testString = testStringInit
, _yourID = 0
, _worldEvents = soundFrom BackgroundSound (V2 0 0) foamSprayFadeOutSound Nothing
, _worldEvents = soundFrom BackgroundSound (V2 0 0) foamSprayFadeOutS Nothing
. foldr ((.) . makeStartCloudAt) id [V3 x y 5 | x <- [-5,-3..5] , y <- [-5,-3..5]]
, _pressPlates = IM.empty
, _buttons = IM.empty
+2 -2
View File
@@ -6,7 +6,7 @@ import Dodge.Item.Data
import Dodge.Picture.Layer
import Dodge.Default
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.Item.Draw
@@ -32,7 +32,7 @@ heal25 :: Int -> World -> Maybe World
heal25 = heal 25
heal :: Int -> Int -> World -> Maybe World
heal hp n w | _crHP (_creatures w IM.! n) >= 10000 = Nothing
| otherwise = Just $ soundFrom (CrSound $ _crID cr) (_crPos cr) healSound Nothing w
| otherwise = Just $ soundFrom (CrSound $ _crID cr) (_crPos cr) healS Nothing w
& creatures . ix n . crHP %~ min 10000 . (+ hp)
where
cr = _creatures w IM.! n
+17 -17
View File
@@ -8,7 +8,7 @@ import Dodge.Base
import Dodge.Zone
import Dodge.Picture.Layer
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.Creature.Action
import Dodge.RandomHelp
import Dodge.WorldEvent
@@ -66,7 +66,7 @@ pistol = defaultGun
[ ammoCheckI
, hammerCheckI
, useTimeCheckI
, withSoundI 0
, withSoundI tap3S
, useAmmo 1
, randSpreadDir
, withMuzFlareI
@@ -145,7 +145,7 @@ teslaGun = defaultGun
[ ammoCheckI
, useTimeCheckI
, withTempLight 1 100 (V3 0 0 1)
, withSoundForI 25 1
, withSoundForI elecCrackleS 1
, useAmmo 1
]
, _wpSpread = 0.001
@@ -180,7 +180,7 @@ lasGun = defaultAutoGun
[ ammoCheckI
, useTimeCheckI
, withTempLight 1 100 (V3 1 1 0)
, withSoundForI 24 1
, withSoundForI tone440sawtoothS 1
, useAmmo 1
]
, _wpSpread = 0.001
@@ -296,7 +296,7 @@ hvAutoGun = defaultAutoGun
, _itUseModifiers =
[ ammoCheckI
, rateIncABI 24 7 (torqueBeforeAtLeast 0.1 0.1) (torqueAfterI 0.2)
, withSoundI longGunSound
, withSoundI bangEchoS
, withThinSmokeI
, withMuzFlareI
]
@@ -323,7 +323,7 @@ ltAutoGun = defaultAutoGun
, _itUseModifiers =
[ ammoCheckI
, useTimeCheckI
, withSoundI 0
, withSoundI tap1S
, useAmmo 1
, withRandomDirI 0.1
, torqueAfterI 0.2
@@ -359,10 +359,10 @@ miniGun = defaultAutoGun
, _itUse = useAmmoParamsVelMod vm4
, _itUseModifiers =
[ ammoCheckI
, withWarmUpI 26
, withWarmUpI crankSlowS
, useTimeCheckI
--, afterRecoil recoilAmount
, withSoundForI 28 2
, withSoundForI mini1S 2
--, withThinSmokeI
, torqueAfterI 0.05
, withSidePushI 53
@@ -429,7 +429,7 @@ spreadGun = defaultGun
[ ammoCheckI
, hammerCheckI
, useTimeCheckI
, withSoundI shotgunSound
, withSoundI shotgunS
, useAmmo 1
, withRecoilI 100
, withMuzFlareI
@@ -461,7 +461,7 @@ multGun = defaultGun
[ ammoCheckI
, hammerCheckI
, useTimeCheckI
, withSoundI shotgunSound
, withSoundI shotgunS
, useAmmo 1
, withRecoilI 200
, withMuzFlareI
@@ -499,7 +499,7 @@ longGun = defaultGun
, _wpLoadedAmmo = 1
, _wpReloadTime = 100
, _wpReloadState = 0
, _wpReloadType = PassiveReload skwareFadeTwoSecSound
, _wpReloadType = PassiveReload skwareFadeTwoSecS
, _itUseRate = 100
, _itUseTime = 0
, _itUse = useAmmoParams
@@ -507,7 +507,7 @@ longGun = defaultGun
[ ammoCheckI
, hammerCheckI
, useTimeCheckI
, withSoundI longGunSound
, withSoundI bangEchoS
, useAmmo 1
, withThickSmokeI
, torqueAfterI 0.05
@@ -553,7 +553,7 @@ poisonSprayer = defaultAutoGun
, _itUseModifiers =
[ ammoCheckI
, useTimeCheckI
, withSoundForI foamSpray 5
, withSoundForI foamSprayLoopS 5
, useAmmo 1
, spreadNumI
]
@@ -752,10 +752,10 @@ moveRemoteBomb itid time pID w
$ set (projectiles .ix pID.pjUpdate) (\_ -> moveRemoteBomb itid (f time) pID)
w
| time < 2 = case hitWl of
Just (p,_) -> soundFrom (Tap 0) p tapQuiet Nothing $ halfV updatedWorld
Just (p,_) -> soundFrom (Tap 0) p tapQuietS Nothing $ halfV updatedWorld
_ -> halfV updatedWorld
| otherwise = case hitWl of
Just (p,_) -> soundFrom (Tap 0) p tapQuiet Nothing updatedWorld
Just (p,_) -> soundFrom (Tap 0) p tapQuietS Nothing updatedWorld
_ -> updatedWorld
where
updatedWorld
@@ -875,7 +875,7 @@ fireRemoteLauncher :: Creature -> World -> World
fireRemoteLauncher cr w = setLocation
$ resetFire
$ resetName
$ soundFrom (CrWeaponSound cid) pos launcherSound Nothing
$ soundFrom (CrWeaponSound cid) pos tap4S Nothing
$ over projectiles addRemRocket w
where
i = IM.newKey $ _projectiles w
@@ -923,7 +923,7 @@ moveRemoteShell cid itid pj w
( ( pjVel %~ ( (accel +.+) . (frict *.*) ) )
. ( pjDir .~ newdir )
)
& soundFrom (ShellSound i) newPos smokeTrailSound (Just 1)
& soundFrom (ShellSound i) newPos missileLaunchS (Just 1)
& smokeGen
& makeFlameletTimed oldPos 20 (0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
| time > -200 = case thingHit of
+2 -2
View File
@@ -13,7 +13,7 @@ import Dodge.Picture.Layer
import Dodge.Item.Draw
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.TriggerType
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Picture
import Geometry
@@ -40,7 +40,7 @@ autoGun = defaultAutoGun
[('M', torqueBefore 0.08)
,('S', torqueBefore 0.05)
]
, withSoundI autoGunSound
, withSoundForI autoBS 5
, useAmmo 1
, withRandomDirI (autogunSpread/2)
, withMuzFlareI
+2 -1
View File
@@ -15,6 +15,7 @@ import Dodge.Particle.Bullet.HitEffect
import Dodge.WorldEvent.HitEffect
import Dodge.RandomHelp
import Dodge.Picture.Layer
import Dodge.SoundLogic.LoadSound
import Picture
import Geometry
@@ -28,7 +29,7 @@ bezierGun = defaultGun
, _itUse = \_ -> useTargetPos $ \p -> shootBezier $ fromJust p -- <- the start point
, _itUseModifiers =
[ useTimeCheckI
, withSoundI 0
, withSoundI tap2S
, useAmmo 1
, withMuzFlareI
. withRecoilI 40
+2 -2
View File
@@ -7,7 +7,7 @@ import Dodge.Base
import Dodge.Zone
import Dodge.Picture.Layer
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.Item.Attachment.Data
import Dodge.Item.Draw
import Dodge.Default.Shell
@@ -32,7 +32,7 @@ moveGrenade 0 _ pID w = over projectiles (IM.delete pID)
pj = _projectiles w IM.! pID
explosion = _pjPayload pj
moveGrenade time dir pID w = case hitWl of
Just (p,_) -> soundFrom (Tap 0) p tapQuiet Nothing updatedWorld
Just (p,_) -> soundFrom (Tap 0) p tapQuietS Nothing updatedWorld
_ -> updatedWorld
where
updatedWorld = updateV $ set (projectiles . ix pID . pjPos) finalPos
+3 -3
View File
@@ -4,7 +4,7 @@ import Dodge.Data
import Dodge.Data.SoundOrigin
import Dodge.Default.Weapon
import Dodge.Default.Shell
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.WorldEvent.Explosion
import Dodge.Picture.Layer
import Dodge.Item.Data
@@ -43,7 +43,7 @@ launcher = defaultGun
, _itUseModifiers =
[ ammoCheckI
, useTimeCheckI
, withSoundI launcherSound
, withSoundI tap4S
, useAmmo 1
]
, _wpSpread = 0.02
@@ -107,7 +107,7 @@ doThrust :: Projectile -> World -> World
doThrust pj w = w
& randGen .~ g
& projectiles . ix i . pjVel %~ (\v -> accel +.+ frict *.* v)
& soundFrom (ShellSound i) newPos smokeTrailSound (Just 1)
& soundFrom (ShellSound i) newPos missileLaunchS (Just 1)
& makeFlameletTimed (oldPos -.- vel) 0 (vel +.+ rotateV (pi+sparkD) accel) Nothing 3 10
& smokeGen
where
+4 -3
View File
@@ -44,6 +44,7 @@ import Dodge.RandomHelp
import Dodge.Item.Attachment.Data
import Dodge.Item.Data
import Dodge.Default
import Sound.Data
import Geometry
import Geometry.Vector3D
@@ -121,7 +122,7 @@ rateIncABI startRate fastRate exeffFirst exeffCont eff item cr w
&& _itUseTime item == 0
{- | Apply effect after a warm up. -}
withWarmUpI
:: Int -- ^ warm up sound id
:: SoundID -- ^ warm up sound id
-> ChainEffect
withWarmUpI soundID f item cr w
| _wpReloadState item /= 0 = w
@@ -140,7 +141,7 @@ withWarmUpI soundID f item cr w
{- | Adds a sound to a creature based world effect.
The sound is emitted from the creature's position. -}
withSoundI
:: Int -- ^ Sound id
:: SoundID -- ^ Sound id
-> ChainEffect
withSoundI soundid f item cr
= soundFrom (CrWeaponSound cid) (_crPos cr) soundid Nothing
@@ -151,7 +152,7 @@ withSoundI soundid f item cr
{- | Adds a sound to a creature based world effect.
The sound is emitted from the creature's position. -}
withSoundForI
:: Int -- ^ Sound id
:: SoundID -- ^ Sound id
-> Int -- ^ Frames to play
-> ChainEffect
withSoundForI soundid playTime f item cr
+5 -3
View File
@@ -6,8 +6,10 @@ import Dodge.Base
import Dodge.Zone
import Dodge.Zone.Data
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.WorldEvent.Sound
import Dodge.LevelGen.Pathing
import Dodge.RandomHelp
import Geometry
import Picture.Data
import qualified IntMapHelp as IM
@@ -46,12 +48,12 @@ killBlock bl w = f bl . flip (foldr unshadow) (_blShadows bl) $ w
pos = fst $ _wlLine bl
breakHitSound bl'
| _wlIsSeeThrough bl' = mkSoundBreakGlass pos
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') (soundid + 4) Nothing
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
hitSound' bl'
| _wlIsSeeThrough bl' = mkSoundSplinterGlass pos
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') soundid Nothing
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
sos = [BlockDegradeSound 0,BlockDegradeSound 1]
(soundid,_) = randomR (29,32) $ _randGen w
impactSound = evalState (takeOne [impact1S,impact2S,impact3S,impact4S]) $ _randGen w
unshadow :: Int -> World -> World
unshadow bid w' = case w' ^? walls . ix bid of
Just b ->
+2 -2
View File
@@ -11,7 +11,7 @@ import Dodge.Base
import Dodge.Zone
import Dodge.Zone.Data
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Geometry
import qualified Data.IntMap.Strict as IM
@@ -70,7 +70,7 @@ addSoundToDoor i pld hwd (x:ys) = f x : ys
where
g dm w
| dist wp pld > 2 && dist wp hwd > 2
= soundFrom (WallSound i) wp doorSound (Just 1) $ dm w
= soundFrom (WallSound i) wp slideDoorS (Just 1) $ dm w
| otherwise = dm w
where
wp = fst $ _wlLine (_walls w IM.! i)
+3 -2
View File
@@ -3,6 +3,7 @@ module Dodge.LevelGen.Switch
import Dodge.Data
import Dodge.Data.SoundOrigin
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.Picture.Layer
import Picture
import Geometry
@@ -19,7 +20,7 @@ makeButton c eff = Button
, _btPos = V2 0 0
, _btRot = 0
, _btEvent = \b w -> eff . over buttons (IM.adjust turnOn (_btID b))
. soundFromGeneral (LeverSound 0) (btpos b) 1 Nothing $ w
. soundFromGeneral (LeverSound 0) (btpos b) click1S Nothing $ w
, _btID = 0
, _btText = "Button"
--, _btText = "Button"
@@ -45,7 +46,7 @@ makeSwitch c effOn effOff = Button
, _btState = BtOff
}
where
flipSwitch b w = switchEffect b . soundFromGeneral (LeverSound 0) (bpos b) 1 Nothing $ w
flipSwitch b w = switchEffect b . soundFromGeneral (LeverSound 0) (bpos b) click1S Nothing $ w
bpos b w = _btPos $ _buttons w IM.! _btID b
switchEffect b = case _btState b of
BtOff -> effOn . over buttons (IM.adjust turnOn (_btID b))
+7 -6
View File
@@ -11,6 +11,7 @@ import Dodge.WorldEvent
import Dodge.Particle.Bullet.Spawn
import Dodge.WorldEvent.DamageBlock
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.RandomHelp
import Dodge.WorldEvent.Shockwave
import Dodge.Creature.State.Data
@@ -37,7 +38,7 @@ bulHitCr bt p cr w
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] p 15 (Just 10)
makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
flashEff = over worldEvents (bloodFlashAt p . )
cid = _crID cr
(d1,_) = randomR (-0.7,0.7) $ _randGen w
@@ -55,7 +56,7 @@ bulBounceArmCr' bt p cr w
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] p 15 (Just 10)
makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
flashEff = over worldEvents ((.) $ bloodFlashAt p)
cid = _crID cr
newDir = safeNormalizeV (p -.- _crPos cr)
@@ -76,7 +77,7 @@ bulPenCr' bt p cr w
]
++
)
$ soundMultiFrom [CrHitSound 0] ep 15 (Just 10)
$ soundMultiFrom [CrHitSound 0] ep hit1S (Just 10)
$ over worldEvents (addPiercer . )
w
where
@@ -100,7 +101,7 @@ hvBulHitCr bt p cr w
]
++
)
$ soundMultiFrom [CrHitSound 0] ep 15 (Just 10)
$ soundMultiFrom [CrHitSound 0] ep hit1S (Just 10)
w
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
@@ -112,7 +113,7 @@ bulIncCr' :: Particle -> Point2 -> Creature -> World -> World
bulIncCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
. soundMultiFrom [CrHitSound 0] p 15 (Just 10)
. soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
$ incFlamelets
w
where
@@ -126,7 +127,7 @@ bulConCr' :: Particle -> Point2 -> Creature -> World -> World
bulConCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
. soundMultiFrom [CrHitSound 0] p 15 (Just 10)
. soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
$ mkwave
w
where
+2 -1
View File
@@ -10,6 +10,7 @@ import Dodge.Picture.SizeInvariant
import Dodge.Picture.Layer
import Dodge.Render.HUD
import Dodge.Render.MenuScreen
import Dodge.SoundLogic.LoadSound
import Sound.Data
import Geometry
import Picture
@@ -77,7 +78,7 @@ soundPic :: World -> Sound -> Picture
soundPic w s = fixedSizePicClampArrow 50 50 thePic p w
where
p = _soundPos s
thePic = scale 0.15 0.15 $ text "SOUND"
thePic = scale 0.15 0.15 $ text $ soundToOnomato $ _soundChunkID s
crDraw :: World -> Creature -> Picture
crDraw w c = _crPict c c w
+9 -8
View File
@@ -23,6 +23,7 @@ import Sound.Data
import Geometry.Data
import Geometry.Vector
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Control.Lens
import qualified Data.Map as M
@@ -44,7 +45,7 @@ resumeSound w = w
For each origin only one sound will play at a time.
-}
soundOnceOrigin
:: Int -- ^ ID of the sound to be played
:: SoundID -- ^ ID of the sound to be played
-> SoundOrigin -- ^ The \"creator\" of the sound
-> Point2 -- ^ The position of the sound in the world
-> World
@@ -58,14 +59,14 @@ soundOnceOrigin sType so p w = w & sounds %~ M.insertWith (\ _ x -> x) so theSou
, _soundChannel = Nothing
, _soundAngDist = Just (a,0)
, _soundPos = p
, _soundVolume = soundVolID sType
, _soundVolume = soundToVol sType
}
a = soundAngle p w
soundFrom
:: SoundOrigin -- ^ \"Creator\" of sound
-> Point2 -- ^ Position of sound
-> Int -- ^ ID of sound to be played
-> SoundID -- ^ ID of sound to be played
-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
-> World
-> World
@@ -78,7 +79,7 @@ soundFrom so pos sType mtime w = over sounds (M.insertWith f so sound) w
, _soundChannel = Nothing
, _soundAngDist = Just (a,0)
, _soundPos = pos
, _soundVolume = soundVolID sType
, _soundVolume = soundToVol sType
}
f _ s = s {_soundTime = mtime }
a = soundAngle pos w
@@ -86,7 +87,7 @@ soundFrom so pos sType mtime w = over sounds (M.insertWith f so sound) w
soundFromGeneral
:: SoundOrigin -- ^ \"Creator\" of sound
-> (World -> Point2) -- ^ Position of sound
-> Int -- ^ ID of sound to be played
-> SoundID -- ^ ID of sound to be played
-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
-> World
-> World
@@ -99,7 +100,7 @@ soundFromGeneral so fpos sType mtime w = over sounds (M.insertWith f so sound) w
, _soundChannel = Nothing
, _soundAngDist = Just (a,0)
, _soundPos = fpos w
, _soundVolume = soundVolID sType
, _soundVolume = soundToVol sType
}
f _ s = s {_soundTime = mtime }
a = soundAngle (fpos w) w
@@ -124,7 +125,7 @@ Does nothing if all origins are already creating sounds. -}
soundMultiFrom
:: [SoundOrigin]
-> Point2 -- ^ Position
-> Int -- ^ Sound ID
-> SoundID -- ^ Sound ID
-> Maybe Int -- ^ Frames to play for, Nothing for full length
-> World
-> World
@@ -140,7 +141,7 @@ soundMultiFrom (so:sos) pos sType mtime w
, _soundChannel = Nothing
, _soundAngDist = Just (a,0)
, _soundPos = pos
, _soundVolume = soundVolID sType
, _soundVolume = soundToVol sType
}
a = soundAngle pos w
{- | Sets '_soundTime' to 0. -}
+308 -94
View File
@@ -1,104 +1,318 @@
module Dodge.SoundLogic.LoadSound where
import Sound.Data
import qualified Data.IntMap.Strict as IM
import qualified SDL.Mixer as Mix
loadSound :: (Int,String) -> IO (Int, Mix.Chunk)
loadSound (i,s) = do
chnk <- Mix.load $ "./data/sound/" ++ s
return (i,chnk)
loadSounds :: IO (IM.IntMap Mix.Chunk)
loadSounds = do
Mix.openAudio Mix.defaultAudio 128
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"
foamSprayFadeOut <- Mix.load "./data/sound/foamSprayFadeOut.wav"
sineRaisePitchOneSec <- Mix.load "./data/sound/sineRaisePitchOneSec.wav"
sineRaisePitchTwoSec <- Mix.load "./data/sound/sineRaisePitchTwoSec.wav"
skwareFadeTwoSec <- Mix.load "./data/sound/skwareFadeTwoSec.wav"
return $ 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
, foamSprayFadeOut
, sineRaisePitchOneSec
, sineRaisePitchTwoSec
, skwareFadeTwoSec
]
fmap IM.fromList $ mapM loadSound $ zip [0..] soundPathList
soundToVol :: SoundID -> Float
soundToVol v = case _getSoundID v of
0 -> 20
1 -> 80
2 -> 40
3 -> 30
4 -> 30
5 -> 100
6 -> 50
7 -> 20
8 -> 200
9 -> 100
10 -> 50
11 -> 80
12 -> 30
13 -> 80
14 -> 120
15 -> 50
16 -> 30
17 -> 100
18 -> 80
19 -> 50
20 -> 100
21 -> 120
22 -> 20
23 -> 20
24 -> 80
25 -> 30
26 -> 80
27 -> 80
28 -> 80
29 -> 50
30 -> 30
31 -> 40
32 -> 50
33 -> 50
34 -> 80
35 -> 80
36 -> 60
37 -> 40
38 -> 150
39 -> 40
40 -> 50
41 -> 40
42 -> 30
43 -> 80
44 -> 80
45 -> 20
46 -> 80
47 -> 50
48 -> 50
49 -> 30
50 -> 100
51 -> 50
52 -> 150
53 -> 100
54 -> 80
55 -> 30
56 -> 100
57 -> 100
_ -> 50
soundToOnomato :: SoundID -> String
soundToOnomato v = case _getSoundID v of
0 -> "BLIH"
1 -> "CRNK"
2 -> "BRAP"
3 -> "TIP"
4 -> "THUD"
5 -> "BRAP"
6 -> "CRTINK"
7 -> "SHUHP"
8 -> "BOOM"
9 -> "WHSSH"
10 -> "KRTNKL"
11 -> "CRUMPLE"
12 -> "TAP"
13 -> "CRUNK"
14 -> "BRDBRDBRD"
15 -> "WRR"
16 -> "DRR"
17 -> "TATATA"
18 -> "TAK"
19 -> "TRINKL"
20 -> "SCREE"
21 -> "BRPBRPBRP"
22 -> "PHF"
23 -> "FHP"
24 -> "CRSNK"
25 -> "BWAAH"
26 -> "RINGGG"
27 -> "ZMM"
28 -> "BRAP"
29 -> "HNH"
30 -> "CHPCHPCHP"
31 -> "SMACK"
32 -> "HSSS"
33 -> "HSS"
34 -> "CRSK"
35 -> "CRASH"
36 -> "TAPTIP"
37 -> "TIPTOP"
38 -> "BANG"
39 -> "TIPTAP"
40 -> "THUD"
41 -> "TAPP"
42 -> "DWAAH"
43 -> "TAKH"
44 -> "BEP"
45 -> "SWSH"
46 -> "CRNKL"
47 -> "CHNKCHNKCHUNK"
48 -> "TINKLE"
49 -> "TNKTNKTNK"
50 -> "BRAHCHCH"
51 -> "CLICK"
52 -> "BANGG"
53 -> "WRRR"
54 -> "CRISH"
55 -> "BWAH"
56 -> "CRAKLE"
57 -> "ZHM"
_ -> error "unitialised sound"
soundPathList :: [String]
soundPathList =
[ "heal.BLIH.20.wav"
, "glassShat3.CRNK.80.wav"
, "tapQuiet.BRAP.40.wav"
, "foot1.TIP.30.wav"
, "hit.THUD.30.wav"
, "autoGun.BRAP.100.wav"
, "smallGlass3.CRTINK.50.wav"
, "pickUp.SHUHP.20.wav"
, "explosion.BOOM.200.wav"
, "missileLaunch.WHSSH.100.wav"
, "smallGlass2.KRTNKL.50.wav"
, "impact3.CRUMPLE.80.wav"
, "foot2.TAP.30.wav"
, "impact2.CRUNK.80.wav"
, "mini1.BRDBRDBRD.120.wav"
, "fire.WRR.50.wav"
, "slideDoor.DRR.30.wav"
, "autoB.TATATA.100.wav"
, "tap1.TAK.80.wav"
, "smallGlass1.TRINKL.50.wav"
, "tone440sawtooth.SCREE.100.wav"
, "mini.BRPBRPBRP.120.wav"
, "whiteNoiseFadeOut.PHF.20.wav"
, "whiteNoiseFadeIn.FHP.20.wav"
, "glassShat1.CRSNK.80.wav"
, "sineRaisePitchTwoSec.BWAAH.30.wav"
, "tinitus.RINGGG.80.wav"
, "buzz.ZMM.80.wav"
, "tap3.BRAP.80.wav"
, "grunt.HNH.50.wav"
, "reload1.CHPCHPCHP.30.wav"
, "hit1.SMACK.40.wav"
, "foamSprayLoop.HSSS.50.wav"
, "foamSprayFadeOut.HSS.50.wav"
, "glassShat4.CRSK.80.wav"
, "impact1.CRASH.80.wav"
, "twoStep1.TAPTIP.60.wav"
, "twoStepSlow.TIPTOP.40.wav"
, "bang.BANG.150.wav"
, "twoStep.TIPTAP.40.wav"
, "tap4.THUD.50.wav"
, "foot3.TAPP.40.wav"
, "skwareFadeTwoSec.DWAAH.30.wav"
, "tap2.TAKH.80.wav"
, "tone440.BEP.80.wav"
, "knife.SWSH.20.wav"
, "glassShat2.CRNKL.80.wav"
, "crankSlow.CHNKCHNKCHUNK.50.wav"
, "smallGlass4.TINKLE.50.wav"
, "reload.TNKTNKTNK.30.wav"
, "shotgun.BRAHCHCH.100.wav"
, "click1.CLICK.50.wav"
, "bangEcho.BANGG.150.wav"
, "fireLoud.WRRR.100.wav"
, "impact4.CRISH.80.wav"
, "sineRaisePitchOneSec.BWAH.30.wav"
, "elecCrackle.CRAKLE.100.wav"
, "tele.ZHM.100.wav"
]
healS :: SoundID
healS = SoundID 0
glassShat3S :: SoundID
glassShat3S = SoundID 1
tapQuietS :: SoundID
tapQuietS = SoundID 2
foot1S :: SoundID
foot1S = SoundID 3
hitS :: SoundID
hitS = SoundID 4
autoGunS :: SoundID
autoGunS = SoundID 5
smallGlass3S :: SoundID
smallGlass3S = SoundID 6
pickUpS :: SoundID
pickUpS = SoundID 7
explosionS :: SoundID
explosionS = SoundID 8
missileLaunchS :: SoundID
missileLaunchS = SoundID 9
smallGlass2S :: SoundID
smallGlass2S = SoundID 10
impact3S :: SoundID
impact3S = SoundID 11
foot2S :: SoundID
foot2S = SoundID 12
impact2S :: SoundID
impact2S = SoundID 13
mini1S :: SoundID
mini1S = SoundID 14
fireS :: SoundID
fireS = SoundID 15
slideDoorS :: SoundID
slideDoorS = SoundID 16
autoBS :: SoundID
autoBS = SoundID 17
tap1S :: SoundID
tap1S = SoundID 18
smallGlass1S :: SoundID
smallGlass1S = SoundID 19
tone440sawtoothS :: SoundID
tone440sawtoothS = SoundID 20
miniS :: SoundID
miniS = SoundID 21
whiteNoiseFadeOutS :: SoundID
whiteNoiseFadeOutS = SoundID 22
whiteNoiseFadeInS :: SoundID
whiteNoiseFadeInS = SoundID 23
glassShat1S :: SoundID
glassShat1S = SoundID 24
sineRaisePitchTwoSecS :: SoundID
sineRaisePitchTwoSecS = SoundID 25
tinitusS :: SoundID
tinitusS = SoundID 26
buzzS :: SoundID
buzzS = SoundID 27
tap3S :: SoundID
tap3S = SoundID 28
gruntS :: SoundID
gruntS = SoundID 29
reload1S :: SoundID
reload1S = SoundID 30
hit1S :: SoundID
hit1S = SoundID 31
foamSprayLoopS :: SoundID
foamSprayLoopS = SoundID 32
foamSprayFadeOutS :: SoundID
foamSprayFadeOutS = SoundID 33
glassShat4S :: SoundID
glassShat4S = SoundID 34
impact1S :: SoundID
impact1S = SoundID 35
twoStep1S :: SoundID
twoStep1S = SoundID 36
twoStepSlowS :: SoundID
twoStepSlowS = SoundID 37
bangS :: SoundID
bangS = SoundID 38
twoStepS :: SoundID
twoStepS = SoundID 39
tap4S :: SoundID
tap4S = SoundID 40
foot3S :: SoundID
foot3S = SoundID 41
skwareFadeTwoSecS :: SoundID
skwareFadeTwoSecS = SoundID 42
tap2S :: SoundID
tap2S = SoundID 43
tone440S :: SoundID
tone440S = SoundID 44
knifeS :: SoundID
knifeS = SoundID 45
glassShat2S :: SoundID
glassShat2S = SoundID 46
crankSlowS :: SoundID
crankSlowS = SoundID 47
smallGlass4S :: SoundID
smallGlass4S = SoundID 48
reloadS :: SoundID
reloadS = SoundID 49
shotgunS :: SoundID
shotgunS = SoundID 50
click1S :: SoundID
click1S = SoundID 51
bangEchoS :: SoundID
bangEchoS = SoundID 52
fireLoudS :: SoundID
fireLoudS = SoundID 53
impact4S :: SoundID
impact4S = SoundID 54
sineRaisePitchOneSecS :: SoundID
sineRaisePitchOneSecS = SoundID 55
elecCrackleS :: SoundID
elecCrackleS = SoundID 56
teleS :: SoundID
teleS = SoundID 57
loadMusic :: IO (IM.IntMap Mix.Music)
loadMusic = do
+4 -4
View File
@@ -12,7 +12,7 @@ import Dodge.WorldEvent.SpawnParticle
--import Dodge.WorldEvent.Flash
import Dodge.RandomHelp
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.WorldEvent.Shockwave
import Geometry
import Geometry.Vector3D
@@ -30,7 +30,7 @@ makePoisonExplosionAt
-> World
-> World
makePoisonExplosionAt p w
= soundMultiFrom [Explosion 0,Explosion 1] p grenadeBang Nothing
= soundMultiFrom [Explosion 0,Explosion 1] p bangS Nothing
$ foldr (makeGasCloud p) w vels
where
vels = replicateM 25 (randInCirc 2) & evalState $ _randGen w
@@ -58,7 +58,7 @@ makeFlameExplosionAt
-> World
-> World
makeFlameExplosionAt p w
= soundMultiFrom [Explosion 0,Explosion 1] p grenadeBang Nothing
= soundMultiFrom [Explosion 0,Explosion 1] p bangS Nothing
$ over particles (newFlames ++ ) w
where
newFlames = zipWith makeFlameWithVelAndTime velocities timers
@@ -73,7 +73,7 @@ makeExplosionAt
-> World
-> World
makeExplosionAt p w
= soundMultiFrom [Explosion 0,Explosion 1] p grenadeBang Nothing
= soundMultiFrom [Explosion 0,Explosion 1] p bangS Nothing
. addFlames
-- . explosionFlashAt p
. over tempLightSources (theTLS :)
+7 -3
View File
@@ -3,17 +3,21 @@ module Dodge.WorldEvent.Sound
import Dodge.Data
import Dodge.Data.SoundOrigin
import Dodge.SoundLogic
import System.Random
import Dodge.SoundLogic.LoadSound
import Geometry.Data
import Dodge.RandomHelp
import System.Random
import Control.Lens
import Control.Monad.State.Lazy
mkSoundBreakGlass :: Point2 -> World -> World
mkSoundBreakGlass p w = soundOnceOrigin soundid (GlassBreakSound 0) p $ set randGen g w
where
(soundid,g) = _randGen w & randomR (37,40)
(soundid,g) = _randGen w & runState (takeOne [glassShat1S,glassShat2S,glassShat3S,glassShat4S])
mkSoundSplinterGlass :: Point2 -> World -> World
mkSoundSplinterGlass p w = soundOnceOrigin soundid (GlassBreakSound 1) p $ set randGen g w
where
(soundid,g) = _randGen w & randomR (33,36)
(soundid,g) = _randGen w & runState (takeOne [smallGlass1S,smallGlass2S,smallGlass3S,smallGlass4S])
+2 -2
View File
@@ -20,7 +20,7 @@ import Dodge.WorldEvent.Cloud
import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.RandomHelp
--import Dodge.Debug
import Picture
@@ -99,7 +99,7 @@ moveFlame rotd w pt
_ -> (glare $ doSound damcrs , mvPt)
where
time = _btTimer' pt
doSound = soundFrom Flame (V2 x y) fireSound (Just 2) -- . over worldEvents ((.) $ flameGlareAt ep)
doSound = soundFrom Flame (V2 x y) fireS (Just 2) -- . over worldEvents ((.) $ flameGlareAt ep)
glare
| time `mod` 5 == 0
= tempLightSources %~ (theTLS :)
+1 -1
View File
@@ -82,7 +82,7 @@ tryPlay sd s = do
i <- tryGetChannel s
_ <- liftIO $ do
Mix.halt i
Mix.playOn i Mix.Once (sd IM.! _soundChunkID s)
Mix.playOn i Mix.Once (sd IM.! (_getSoundID $ _soundChunkID s))
return $ s
& soundChannel ?~ i
& soundStatus .~ JustStartedPlaying
+4 -1
View File
@@ -15,6 +15,9 @@ data SoundStatus
| ToStart
deriving (Eq,Ord,Show)
newtype SoundID = SoundID { _getSoundID :: Int }
deriving (Eq,Ord,Show)
newtype SoundData = SoundData
{_loadedChunks :: IM.IntMap Mix.Chunk
}
@@ -25,7 +28,7 @@ data Sound = Sound
, _soundAngDist :: Maybe (Int16,Word8)
, _soundPos :: Point2
, _soundVolume :: Float
, _soundChunkID :: Int
, _soundChunkID :: SoundID
}
deriving (Eq,Ord,Show)