Tweak sound
This commit is contained in:
@@ -571,6 +571,7 @@ data SoundOrigin = InventorySound
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| BlockDegradeSound Int
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| CrHitSound Int
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| BarrelHiss Int
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| GlassBreakSound Int
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deriving (Eq,Ord,Show)
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type Poly = [Point2]
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@@ -54,7 +54,7 @@ withWarmUp t f cid w
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$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . wpFireState) 2
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$ f cid
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$ continueSoundFrom (CrWeaponSound cid) 28 2 0
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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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+21
-9
@@ -15,29 +15,40 @@ resumeSound w = w
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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 = over sounds (M.insertWith f so sound) w
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--continueSoundFrom :: SoundOrigin -> Int -> Int -> Int -> World -> World
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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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soundOnceOrigin :: Int -> SoundOrigin -> World -> World
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soundOnceOrigin sType so = over sounds (M.insertWith (flip const) so sound)
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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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, _soundTime = Nothing
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, _soundFadeTime = 0
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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 = 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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, _soundTime = Just 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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f _ s = s {_soundTime = Just 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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@@ -45,14 +56,15 @@ soundMultiFrom (so:sos) sType time fadeTime w
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| so `M.member` _sounds w = soundMultiFrom sos sType time fadeTime w
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| otherwise = over sounds (M.insert so sound) w
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where sound = Sound { _soundType = sType
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, _soundTime = time
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, _soundTime = Nothing
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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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stopSoundFrom :: SoundOrigin -> World -> World
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stopSoundFrom so = over (sounds . ix so . soundTime) (min 0)
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stopSoundFrom so = over (sounds . ix so . soundTime) (fmap $ 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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@@ -8,11 +8,11 @@ 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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mkSoundBreakGlass w = soundOnceOrigin soundid (GlassBreakSound 0) $ 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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mkSoundSplinterGlass w = soundOnceOrigin soundid (GlassBreakSound 1) $ set randGen g w
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where
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(soundid,g) = _randGen w & randomR (33,36)
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+23
-7
@@ -15,6 +15,7 @@ import Control.Lens
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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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-- this can be cleaned up
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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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mayChan <- Mix.getAvailable Mix.DefaultGroup
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@@ -22,18 +23,33 @@ playIfFree c times = do
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Nothing -> return Nothing
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Just i -> Just <$> Mix.playOn i times c
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playSoundIfFree :: Mix.Chunk -> Sound -> IO (Maybe Sound)
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playSoundIfFree c s = case _soundTime s of
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Just _ -> (playIfFree c Mix.Forever) >>= return . f
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Nothing -> playIfFree c Mix.Once >>= return . f
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where
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f :: Maybe Mix.Channel -> Maybe Sound
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f = fmap (\chan -> (s & soundChannel .~ Just chan))
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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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-- 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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playSound :: SoundData a -> Sound -> IO (Maybe Sound)
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playSound sd s
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| _soundTime s <= 0 = haltMaybe (_soundChannel s)
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| otherwise = case _soundChannel s of
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Just i -> return $ Just $ over soundTime (\t -> t - 1) s
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Nothing -> do maychan <- playIfFree (_loadedChunks sd IM.! _soundType s) Mix.Forever
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return $ Just $ s & soundTime -~ 1
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& soundChannel .~ maychan
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playSound 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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Nothing -> Mix.playing i >>= (\b -> if b
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then return (Just s)
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else return Nothing
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)
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Nothing -> playSoundIfFree (_loadedChunks sd IM.! _soundType s) s
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playSounds :: SoundData a -> IO (SoundData a)
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playSounds sd = do
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+1
-96
@@ -2,21 +2,17 @@
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module Sound.Preload
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where
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import qualified SDL.Mixer as Mix
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import qualified Data.IntMap as IM
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import qualified Data.Map as M
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import Control.Lens
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import Geometry
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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
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{ _soundTime :: Int
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{ _soundTime :: Maybe 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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@@ -29,94 +25,3 @@ 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.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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