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