Tweak sound
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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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