White space/formatting clean up and better audio defaults.

This commit is contained in:
2026-10-13 07:12:14 +02:00
parent d5b3588cb3
commit 72eb4d5447
2 changed files with 11 additions and 11 deletions
+10 -10
View File
@@ -8,7 +8,7 @@ Fade_State :: enum {
Out, Out,
} }
// setup sound IDs so gameplay code never // setup sound IDs so gameplay code never
// touches raw Raylib sound handles // touches raw Raylib sound handles
Sound_ID :: enum { Sound_ID :: enum {
Ball_Collision, Ball_Collision,
@@ -20,12 +20,12 @@ Sound_ID :: enum {
Audio_Manager :: struct { Audio_Manager :: struct {
sounds: map[Sound_ID]rl.Sound, sounds: map[Sound_ID]rl.Sound,
music: rl.Music, music: rl.Music,
music_loaded: bool, music_loaded: bool, //
sfx_vol: f32, // User SFX volume setting sfx_vol: f32, // User SFX volume setting
user_music_vol: f32, // User Music volume setting user_music_vol: f32, // User Music volume setting
current_music_vol: f32, // Live interpolated output volume current_music_vol: f32, // Live interpolated output volume
// Runtime Fade State // Runtime Fade State
fade_state: Fade_State, fade_state: Fade_State,
fade_elapsed_sec: f32, fade_elapsed_sec: f32,
@@ -40,13 +40,13 @@ audio_init :: proc(audio: ^Audio_Manager) {
audio.sounds = make(map[Sound_ID]rl.Sound) audio.sounds = make(map[Sound_ID]rl.Sound)
// Load SFX // Load SFX
audio.sfx_vol = 0.3 audio.sfx_vol = 0.4
audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg") audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg")
audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg") audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg")
// Load Music Stream // Load Music Stream
audio.user_music_vol = 0.1 audio.user_music_vol = 0.4
audio.current_music_vol = 0.1 audio.current_music_vol = 0.4
audio.fade_state = .None audio.fade_state = .None
audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav") audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav")
audio.music_loaded = true audio.music_loaded = true
@@ -91,7 +91,7 @@ audio_update :: proc(audio: ^Audio_Manager, dt: f32) {
audio_manager_quit :: proc(audio: ^Audio_Manager) { audio_manager_quit :: proc(audio: ^Audio_Manager) {
for _, sound in audio.sounds { for _, sound in audio.sounds {
rl.UnloadSound(sound) rl.UnloadSound(sound)
} }
delete(audio.sounds) delete(audio.sounds)
rl.UnloadMusicStream(audio.music) rl.UnloadMusicStream(audio.music)
@@ -119,7 +119,7 @@ audio_stop_music :: proc(audio: ^Audio_Manager) {
audio_play_sfx :: proc(audio: ^Audio_Manager, id: Sound_ID) { audio_play_sfx :: proc(audio: ^Audio_Manager, id: Sound_ID) {
if sound, ok := audio.sounds[id]; ok { if sound, ok := audio.sounds[id]; ok {
rl.SetSoundVolume(sound, audio.sfx_vol) rl.SetSoundVolume(sound, audio.sfx_vol)
rl.PlaySound(sound) rl.PlaySound(sound)
} }
} }
@@ -146,4 +146,4 @@ audio_fade_out :: proc(audio: ^Audio_Manager, duration: f32 = 1.0) {
audio.fade_state = .Out audio.fade_state = .Out
audio.fade_duration_sec = max(0.001, duration) audio.fade_duration_sec = max(0.001, duration)
audio.fade_elapsed_sec = 0.0 audio.fade_elapsed_sec = 0.0
} }
+1 -1
View File
@@ -93,4 +93,4 @@ poll_input :: proc() -> Input_Event {
(gamepad_active && rl.IsGamepadButtonPressed(gid, .MIDDLE_RIGHT)) (gamepad_active && rl.IsGamepadButtonPressed(gid, .MIDDLE_RIGHT))
return input_event return input_event
} }