Added audio playback

Playing music
This commit is contained in:
2025-10-06 21:54:48 +01:00
parent 87d3c9087e
commit 59f643b72c
7 changed files with 201 additions and 32 deletions

BIN
assets/saloon_outside.wav Normal file

Binary file not shown.

View File

@@ -25,6 +25,8 @@
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/impl/bandit.c" #include "game/impl/bandit.c"
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
(void) argc; (void) argc;
@@ -43,30 +45,6 @@ int main(int argc, char **argv)
return 1; return 1;
} }
SDL_AudioStream *austream;
Str8 audio_data;
M_TempScope(0, 0) {
SDL_AudioSpec spec;
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
if (!austream) {
printf("Failed to open audio stream (%s)\n", SDL_GetError());
}
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
SDL_AudioSpec wav_spec;
U32 count;
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
audio_data.count = count;
}
Vk_Setup(window); Vk_Setup(window);
G_State *game = 0; G_State *game = 0;
@@ -83,6 +61,13 @@ int main(int argc, char **argv)
G_PipelinesLoad(game); G_PipelinesLoad(game);
G_AudioLoad(game); G_AudioLoad(game);
Audio_Context *audio = M_ArenaPush(game->arena, Audio_Context);
Audio_Init(game->arena, audio, 0.15f);
Audio_Play(audio, 1);
SDL_ResumeAudioStreamDevice(audio->stream);
G_Camera *camera = &game->camera; G_Camera *camera = &game->camera;
camera->x = V3F(1, 0, 0); camera->x = V3F(1, 0, 0);

View File

@@ -13,12 +13,10 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if ( if (
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea) world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{ {
printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--; bandit->health--;
} }
if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT)) if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
{ {
printf("begin shootout");
// shootout time o.o // shootout time o.o
bandit->mode = BANDIT_SHOOTOUT; bandit->mode = BANDIT_SHOOTOUT;
} }
@@ -56,7 +54,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED; bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
break; break;
case BANDIT_SHOOTOUT: case BANDIT_SHOOTOUT:
bandit->shootoutTimer-=delta; bandit->shootoutTimer-=delta;
if(bandit->shootoutTimer < 0){ if(bandit->shootoutTimer < 0){
bandit->mode=BANDIT_SHOOTING; bandit->mode=BANDIT_SHOOTING;
} }
@@ -66,17 +64,14 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
bandit->reloadTimer -= delta; bandit->reloadTimer -= delta;
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0) if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
{ {
printf("shoot at player");
bandit->bullets--; bandit->bullets--;
bandit->shootCooldownTimer = bandit->shootDelay; bandit->shootCooldownTimer = bandit->shootDelay;
V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random); V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){ if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
// gets shot lmao // gets shot lmao
printf("hit");
world->player.health--; world->player.health--;
} }
if(bandit->bullets == 0){ if(bandit->bullets == 0){
printf("enemy reload");
bandit->bullets = 6; bandit->bullets = 6;
bandit->reloadTimer = bandit->reloadTime; bandit->reloadTimer = bandit->reloadTime;
} }

View File

@@ -128,7 +128,6 @@ void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false; player->controls.shot = false;
V2f dir = V2F(0, 0); V2f dir = V2F(0, 0);
if(player->health == 0){ if(player->health == 0){
printf("dead :(");
player->health = 3; player->health = 3;
} }
if(player->controls.upDown) { if(player->controls.upDown) {

39
code/os/audio.h Normal file
View File

@@ -0,0 +1,39 @@
#if !defined(LD_OS_AUDIO_H_)
#define LD_OS_AUDIO_H_
typedef struct Audio_Data Audio_Data;
struct Audio_Data {
S16 *samples;
U32 n_frames;
};
typedef struct Audio_Track Audio_Track;
struct Audio_Track {
B32 playing;
Audio_Data *data;
U32 n_played;
U32 next; // to play if playing, free otherwise
};
typedef struct Audio_Context Audio_Context;
struct Audio_Context {
SDL_AudioStream *stream;
U32 n_tracks;
Audio_Track tracks[16];
U32 head;
U32 free;
F32 volume;
U32 n_sounds;
Audio_Data *sounds;
};
function void Audio_Init(M_Arena *arena, Audio_Context *audio, F32 volume);
function void Audio_Play(Audio_Context *audio, U32 index);
#endif // LD_OS_AUDIO_H_

View File

@@ -4,7 +4,6 @@
#include "impl/linux/core.c" #include "impl/linux/core.c"
#endif #endif
Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) { Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
Str8 result = { 0 }; Str8 result = { 0 };
@@ -19,3 +18,154 @@ Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
return result; return result;
} }
internal void SDL_SubmitAudio(void *user, SDL_AudioStream *stream, int needed, int total) {
Audio_Context *audio = cast(Audio_Context *) user;
(void) total;
M_TempScope(0, 0) {
U32 prev = 0;
U32 it = audio->head;
U32 n_samples = needed >> 1;
U32 n_frames = n_samples >> 1;
F32 *left_f32 = M_ArenaPush(temp.arena, F32, .count = n_frames);
F32 *right_f32 = M_ArenaPush(temp.arena, F32, .count = n_frames);
while (it != 0) {
Audio_Track *track = &audio->tracks[it];
U32 next = track->next;
F32 *l0 = left_f32;
F32 *r0 = right_f32;
Assert(track->playing);
U32 remain = track->data->n_frames - track->n_played;
U32 play = Min(n_frames, remain);
U32 off = track->n_played << 1; // played n frames, thus double to n samples
for (U32 f = 0; f < play; ++f) {
*l0++ += cast(F32) (track->data->samples[off + (2 * f) + 0]) * audio->volume;
*r0++ += cast(F32) (track->data->samples[off + (2 * f) + 1]) * audio->volume;
}
track->n_played += play;
if (track->n_played == track->data->n_frames) {
if (prev == 0) {
// Head has finished playing
//
audio->head = track->next;
track->next = audio->free;
audio->free = it;
}
else {
// We're in the middle somewhere so prev->next == it->next
//
audio->tracks[prev].next = track->next;
track->next = audio->free;
audio->free = it;
}
track->playing = false;
}
it = next;
}
F32 *l0 = left_f32;
F32 *r0 = right_f32;
S16 *interleaved = M_ArenaPush(temp.arena, S16, .count = n_samples);
S16 *i0 = interleaved;
for (U32 n = 0; n < n_frames; ++n) {
*i0++ = cast(S16) (l0[n] + 0.5f);
*i0++ = cast(S16) (r0[n] + 0.5f);
}
SDL_PutAudioStreamData(stream, interleaved, needed);
}
}
void Audio_Init(M_Arena *arena, Audio_Context *audio, F32 volume) {
SDL_AudioSpec spec = { 0 };
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
audio->stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, SDL_SubmitAudio, audio);
if (audio->stream) {
M_TempScope(0, 0) {
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exec));
FS_List files = FS_PathList(temp.arena, path);
U32 n_audio = 0;
for (FS_Entry *it = files.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("wav"))) {
n_audio += 1;
}
}
audio->n_sounds = 0;
audio->sounds = M_ArenaPush(arena, Audio_Data, .count = n_audio);
for (FS_Entry *it = files.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("wav"))) {
Audio_Data *sound = &audio->sounds[audio->n_sounds];
U8 *data;
U32 count;
SDL_AudioSpec wav;
SDL_LoadWAV((const char *) it->path.data, &wav, &data, &count);
Assert(wav.freq == 44100);
sound->samples = (S16 *) data;
sound->n_frames = (count >> 2);
audio->n_sounds += 1;
}
}
audio->n_tracks = 16;
//audio->tracks = M_ArenaPush(arena, Audio_Track, audio->n_tracks);
for (U32 it = 1; it < audio->n_tracks; ++it) {
audio->tracks[it].next = it + 1;
}
audio->tracks[audio->n_tracks - 1].next = 0;
audio->volume = volume;
audio->head = 0;
audio->free = 1;
printf("--- Loaded %d sounds ---\n", audio->n_sounds);
}
}
}
void Audio_Play(Audio_Context *audio, U32 index) {
if (audio->free != 0 && SDL_LockAudioStream(audio->stream)) {
U32 idx = audio->free;
Audio_Track *track = &audio->tracks[idx];
audio->free = track->next;
track->playing = true;
track->data = &audio->sounds[index];
track->n_played = 0;
track->next = audio->head;
audio->head = idx;
SDL_UnlockAudioStream(audio->stream);
}
}

View File

@@ -17,5 +17,6 @@ function void VM_Decommit(void *base, U64 size);
function void VM_Release(void *base, U64 size); function void VM_Release(void *base, U64 size);
#include "filesystem.h" #include "filesystem.h"
#include "audio.h"
#endif // LD_OS_CORE_H_ #endif // LD_OS_CORE_H_