Haddock
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+25
-18
@@ -2,8 +2,10 @@
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Module : Sound
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Description : Channel selection and storage
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This module checks for empty channels and plays sounds on them, using data chunks loaded into an IntMap,
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and sound specifications of type 'Sound' loaded into a Map.
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This module checks for empty channels and plays sounds on them.
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It uses data chunks loaded into an IntMap to determine the actual sounds played,
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and sound specifications of type 'Sound' loaded into a Map to
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keep track of which sounds are playing.
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Uses SDL.Mixer.
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-}
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module Sound
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@@ -18,11 +20,19 @@ import Control.Monad
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import Control.Lens
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{- | Play sounds from a list of indices.
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Each sound is played once if there is a free channel.
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Each sound starts playing (and will not repeat) if there is a free channel.
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Use this if you don't care about timing, overlapping, fading, etc.
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-}
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playSoundQueue :: SoundData a -> [Int] -> IO ()
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playSoundQueue sd ns = forM_ ns $ \n -> playIfFree (_loadedChunks sd IM.! n) Mix.Once
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{- | Start playing new sounds and update sound specifications.
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I think that this expects that unfinished sounds get passed forwards within the Map, to be rethought:
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there may be a leak in the current typical usage.
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-}
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playAndUpdate :: Ord a => M.Map a Sound -> SoundData a -> IO (SoundData a)
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playAndUpdate new sd = playSounds $ over playingSounds (updatePlaying new) sd
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{- | Given a chunk, attempt to play this on a free channel a given number of
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times. Returns 'Just' the channel if succeeds.
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-}
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@@ -44,23 +54,24 @@ playSoundIfFree c s = case _soundTime s of
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f :: Maybe Mix.Channel -> Maybe Sound
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f = fmap ( \chan -> s & soundChannel ?~ chan)
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{- Stop a channel if it was playing.
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{- | Stop a channel if it was playing.
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Always returns 'IO' 'Nothing'.
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-}
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haltMaybe :: Maybe Mix.Channel -> IO (Maybe Sound)
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haltMaybe (Just x) = Mix.halt x >> return Nothing
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haltMaybe Nothing = return Nothing
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{- Play a sound according to it's specification.
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{- | Play a sound according to it's specification.
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Logic: check if sound is playing:
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- If so, decrement timers, and/or stop playing and remove
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- If not, check if there is free channel:
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- If so, start playing
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- If not, remove sound.
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1. If so, decrement timers, and/or stop playing and remove
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2. If not, check if there is free channel:
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* If so, start playing
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* If not, remove sound.
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-}
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playSound :: SoundData a -> Sound -> IO (Maybe Sound)
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playSound sd s = case _soundChannel s of
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updateOrStartSound :: SoundData a -> Sound -> IO (Maybe Sound)
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updateOrStartSound sd s = case _soundChannel s of
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Just i -> case _soundTime s of
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Just t | t > 0 -> return $ Just $ set soundTime (Just $ t - 1) s
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| otherwise -> haltMaybe (_soundChannel s)
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@@ -70,14 +81,14 @@ playSound sd s = case _soundChannel s of
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)
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Nothing -> playSoundIfFree (_loadedChunks sd IM.! _soundType s) s
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{- Play all sounds and create new sound data.
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{- | Play all sounds and create new sound data.
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-}
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playSounds :: SoundData a -> IO (SoundData a)
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playSounds sd = do
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newSounds <- mapM (playSound sd) (_playingSounds sd)
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newSounds <- mapM (updateOrStartSound sd) (_playingSounds sd)
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return $ sd & playingSounds .~ M.mapMaybe id newSounds
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{- Update sound specifications by overwriting an old Map with a new Map.
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{- | Update sound specifications by overwriting an old Map with a new Map.
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Copies any information about channels from the old Map to the new Map.
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-}
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updatePlaying :: Ord a => M.Map a Sound -> M.Map a Sound -> M.Map a Sound
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@@ -85,7 +96,3 @@ updatePlaying new old = M.unionWith f new old
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where
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f newSound oldSound = newSound {_soundChannel = _soundChannel oldSound}
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{- Start playing new sounds and update sound specifications.
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-}
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playAndUpdate :: Ord a => M.Map a Sound -> SoundData a -> IO (SoundData a)
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playAndUpdate new sd = playSounds $ over playingSounds (updatePlaying new) sd
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