Compare commits
4 Commits
8363560fd2
...
874b2b59f7
| Author | SHA1 | Date | |
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874b2b59f7
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dbff261805
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df2c02a6a9
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59f643b72c
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BIN
assets/saloon_outside.wav
Normal file
BIN
assets/saloon_outside.wav
Normal file
Binary file not shown.
@@ -47,6 +47,11 @@ V3f V3f_Sub(V3f a, V3f b) {
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return result;
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}
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F32 V2f_Dot(V2f a, V2f b) {
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F32 result = (a.x * b.x) + (a.y * b.y);
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return result;
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}
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F32 V3f_Dot(V3f a, V3f b) {
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F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
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return result;
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@@ -118,6 +118,7 @@ function V3f V3f_Neg(V3f x);
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function V3f V3f_Scale(V3f x, F32 s);
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function V3f V3f_Sub(V3f a, V3f b);
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function F32 V2f_Dot(V2f a, V2f b);
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function F32 V3f_Dot(V3f a, V3f b);
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function F32 V4f_Dot(V4f a, V4f b);
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58
code/first.c
58
code/first.c
@@ -44,30 +44,6 @@ int main(int argc, char **argv)
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return 1;
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}
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SDL_AudioStream *austream;
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Str8 audio_data;
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M_TempScope(0, 0) {
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SDL_AudioSpec spec;
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spec.format = SDL_AUDIO_S16LE;
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spec.channels = 2;
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spec.freq = 44100;
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austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
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if (!austream) {
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printf("Failed to open audio stream (%s)\n", SDL_GetError());
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}
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Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
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Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
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SDL_AudioSpec wav_spec;
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U32 count;
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SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
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audio_data.count = count;
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}
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Vk_Setup(window);
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G_State *game = 0;
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@@ -84,6 +60,14 @@ int main(int argc, char **argv)
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G_PipelinesLoad(game);
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G_AudioLoad(game);
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Audio_Context *audio = M_ArenaPush(game->arena, Audio_Context);
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Audio_Init(game->arena, audio, 0.0f); // disabled audio
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U32 bgm = Audio_Play(audio, 0);
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U32 saloon_music = Audio_Play(audio, 1);
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SDL_ResumeAudioStreamDevice(audio->stream);
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G_Camera *camera = &game->camera;
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camera->x = V3F(1, 0, 0);
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@@ -100,6 +84,11 @@ int main(int argc, char **argv)
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World *world = M_ArenaPush(arena, World);
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LoadWorld(arena, world);
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game->world = world;
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world->audio = audio;
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world->audio_handles[0] = bgm;
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world->audio_handles[1] = saloon_music;
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world->arena = arena;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 12;
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@@ -382,7 +371,7 @@ int main(int argc, char **argv)
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}
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if(!game->editor.enabled) {
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UpdateWorld(1.0f / 60.0f, game->world);
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UpdateWorld(1.0f / 250.0f, game->world);
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game->camera.p.x = game->world->player.collision.pos.x;
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game->camera.p.y = game->world->player.collision.pos.y;
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@@ -424,12 +413,17 @@ int main(int argc, char **argv)
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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RenderWorld(game->world, &game->draw);
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if(game->world->showPoster){
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D_Rect(&game->draw, G_CameraBounds(&game->camera).min.x+4.8, G_CameraBounds(&game->camera).min.y+6.4, .texture=D_ImageHandle(&game->draw, S("poster")), .scale=12.0);
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R3f bounds = G_CameraBounds(&game->camera);
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if (game->world->showPoster) {
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D_Rect(&game->draw, bounds.min.x + 4.8f, bounds.min.y + 6.4f, .texture = D_ImageHandle(&game->draw, S("poster")), .scale = 12.0f);
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}
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for(int i = 0; i < game->world->player.health; i++){
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D_Rect(&game->draw, (G_CameraBounds(&game->camera).max.x-3)+i, G_CameraBounds(&game->camera).min.y+1.0, .texture=D_ImageHandle(&game->draw, S("heart")), .scale=1.0);
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for (U32 i = 0; i < game->world->player.health; i++) {
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D_Rect(&game->draw, (bounds.max.x - 3) + i, bounds.min.y + 1, .texture = D_ImageHandle(&game->draw, S("heart")));
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}
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//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
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@@ -438,7 +432,7 @@ int main(int argc, char **argv)
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G_Editor editor = game->editor;
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F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2);
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F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2);
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for (int i = 0; i < game->world->navMesh->nodeCount; i++) {
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for (U32 i = 0; i < game->world->navMesh->nodeCount; i++) {
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NavNode n = game->world->navMesh->nodes[i];
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D_Rect(
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&game->draw,
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@@ -448,7 +442,7 @@ int main(int argc, char **argv)
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.scale = 0.2f,
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);
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}
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for (int i = 0; i < game->world->navMesh->nodeCount; i++) {
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for (U32 i = 0; i < game->world->navMesh->nodeCount; i++) {
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NavNode n = game->world->navMesh->nodes[i];
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if(i == editor.selectedNode) {
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D_Rect(
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@@ -509,7 +503,7 @@ int main(int argc, char **argv)
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.texture=0,
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.dim=game->world->portals[i].box.size,
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.flags=D_RECT_IGNORE_ASPECT,
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.c=V4F(0,0,100,0.7),
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.c=V4F(0,0,100,0.7f),
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);
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}
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break;
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@@ -10,7 +10,7 @@ V2f ShootTowards(Bandit *bandit, V2f target, Random* r)
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}
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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for(int i = 0; i < world->portalCount; i++) {
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for(U32 i = 0; i < world->portalCount; i++) {
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if(AABB_Collide(world->portals[0].box, bandit->collision)) {
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bandit->currentArea = world->portals[0].area;
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}
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@@ -18,12 +18,10 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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if (
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world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
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{
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printf("You shot the bandit %*.s\n", Sv(bandit->name));
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bandit->health--;
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}
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if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
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{
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printf("begin shootout\n");
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// shootout time o.o
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bandit->mode = BANDIT_SHOOTOUT;
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}
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@@ -61,7 +59,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
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break;
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case BANDIT_SHOOTOUT:
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bandit->shootoutTimer-=delta;
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bandit->shootoutTimer-=delta;
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if(bandit->shootoutTimer < 0){
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bandit->mode=BANDIT_SHOOTING;
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}
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@@ -71,17 +69,14 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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bandit->reloadTimer -= delta;
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if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
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{
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printf("\nshoot at player");
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bandit->bullets--;
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bandit->shootCooldownTimer = bandit->shootDelay;
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V2f banditShot = ShootTowards(bandit, world->player.collision.pos, &world->random);
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if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
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// gets shot lmao
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printf("\nhit");
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world->player.health--;
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}
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if(bandit->bullets == 0){
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printf("\nenemy reload");
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bandit->bullets = 6;
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bandit->reloadTimer = bandit->reloadTime;
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}
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@@ -109,4 +104,4 @@ void BanditDraw(D_Context *draw, Bandit *bandit)
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D_Rect(draw, bandit->collision.pos.x, bandit->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
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}
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}
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}
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}
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@@ -4,7 +4,7 @@
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#include "core/math.h"
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void UpdateNPC(F32 delta, NPC *npc, World *world) {
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for(int i = 0; i < world->portalCount; i++) {
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for(U32 i = 0; i < world->portalCount; i++) {
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if(AABB_Collide(world->portals[0].box, npc->collision)) {
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npc->currentArea = world->portals[0].area;
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}
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@@ -100,7 +100,6 @@ void PlayerUpdate(F32 delta, Player *player) {
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player->controls.shot = false;
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V2f dir = V2F(0, 0);
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if(player->health == 0){
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printf("dead :(");
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player->health = 3;
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}
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if(player->controls.upDown) {
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@@ -137,11 +136,23 @@ void PlayerUpdate(F32 delta, Player *player) {
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
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player->collision.pos.x += dir.x;
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player->collision.pos.y += dir.y;
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for(int i = 0; i < player->world->portalCount; i++) {
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if(AABB_Collide(player->world->portals[0].box, player->collision)) {
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player->currentArea = player->world->portals[0].area;
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for(U32 i = 0; i < player->world->portalCount; i++) {
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if(AABB_Collide(player->world->portals[i].box, player->collision)) {
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player->currentArea = player->world->portals[i].area;
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}
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}
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V2f test;
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test.x = player->collision.pos.x - 14;
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test.y = player->collision.pos.y - 14;
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F32 len = V2f_Dot(test, test);
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F32 vol = Max(0.0f, 1.0f - (len / 25.0f));
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Audio_ChangeVolume(player->world->audio, player->world->audio_handles[1], vol);
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Audio_ChangeVolume(player->world->audio, player->world->audio_handles[0], 1.0f - vol);
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}
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void PlayerDraw(D_Context *draw, Player *player) {
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@@ -244,8 +244,8 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
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}
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}
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if(skip) {continue;}
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world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
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world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
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world->navMesh->nodes[world->navMesh->nodeCount].pos.x = cast(F32) x;
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world->navMesh->nodes[world->navMesh->nodeCount].pos.y = cast(F32) y;
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world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
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for(int nx = -1; nx < 2; nx++){
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for(int ny = -1; ny < 2; ny++){
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@@ -265,7 +265,7 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
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}
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U32 nCount = world->navMesh->nodeCount;
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S32 index = -1;
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for(int ohgod = 0; ohgod < nCount; ohgod++) {
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for (U32 ohgod = 0; ohgod < nCount; ohgod++) {
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if(world->navMesh->nodes[ohgod].pos.x == nx+x&& world->navMesh->nodes[ohgod].pos.y == y+ny) {
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index=ohgod;
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break;
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@@ -282,7 +282,7 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
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};
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}
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if(index < 0) {continue;}
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skip |= index > nCount;
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skip |= (index > (S32) nCount);
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if(skip) {continue;}
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world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
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world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
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@@ -294,11 +294,11 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
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}
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world->navMesh->nodeCount++;
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}
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for(int i = 0; i < world->npcCount; i++) {
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for(U32 i = 0; i < world->npcCount; i++) {
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world->npcs[i].mode = NPC_ACTION_WAITING;
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world->npcs[i].maxWaitTime = Random_F32(&world->random, 20, 140);
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world->npcs[i].waitTime = 0;
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world->npcs[i].currentNavNode=0;
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world->npcs[i].currentNavNode=0;
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world->npcs[i].pathIndex = 0;
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}
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}
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@@ -63,15 +63,17 @@ struct World {
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//// Loaded from world file
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World_Tile *tileTypes;
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World_PropType *propTypes;
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World_Prop *props;
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World_Hitbox *hitboxes;
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World_Portal *portals;
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World_Prop *props;
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World_Hitbox *hitboxes;
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World_Portal *portals;
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U32 *map;
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bool showPoster;
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U32 propCount;
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U32 portalCount;
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U32 hitboxCount;
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Audio_Context *audio;
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U32 audio_handles[2];
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//// Player
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Player player;
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43
code/os/audio.h
Normal file
43
code/os/audio.h
Normal file
@@ -0,0 +1,43 @@
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#if !defined(LD_OS_AUDIO_H_)
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#define LD_OS_AUDIO_H_
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|
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typedef struct Audio_Data Audio_Data;
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struct Audio_Data {
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S16 *samples;
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U32 n_frames;
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};
|
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|
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typedef struct Audio_Track Audio_Track;
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struct Audio_Track {
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B32 playing;
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Audio_Data *data;
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|
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F32 volume;
|
||||
|
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U32 n_played;
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U32 next; // to play if playing, free otherwise
|
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};
|
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|
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typedef struct Audio_Context Audio_Context;
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struct Audio_Context {
|
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SDL_AudioStream *stream;
|
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|
||||
U32 n_tracks;
|
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Audio_Track tracks[16];
|
||||
|
||||
U32 head;
|
||||
U32 free;
|
||||
|
||||
F32 volume;
|
||||
|
||||
U32 n_sounds;
|
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Audio_Data *sounds;
|
||||
};
|
||||
|
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function void Audio_Init(M_Arena *arena, Audio_Context *audio, F32 volume);
|
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function U32 Audio_Play(Audio_Context *audio, U32 index);
|
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|
||||
function void Audio_ChangeVolume(Audio_Context *audio, U32 handle, F32 volume);
|
||||
|
||||
#endif // LD_OS_AUDIO_H_
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162
code/os/core.c
162
code/os/core.c
@@ -4,7 +4,6 @@
|
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#include "impl/linux/core.c"
|
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#endif
|
||||
|
||||
|
||||
Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
|
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Str8 result = { 0 };
|
||||
|
||||
@@ -19,3 +18,164 @@ Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
|
||||
|
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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;
|
||||
|
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U32 n_samples = needed >> 1;
|
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U32 n_frames = n_samples >> 1;
|
||||
|
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F32 *left_f32 = M_ArenaPush(temp.arena, F32, .count = n_frames);
|
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F32 *right_f32 = M_ArenaPush(temp.arena, F32, .count = n_frames);
|
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|
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while (it != 0) {
|
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Audio_Track *track = &audio->tracks[it];
|
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U32 next = track->next;
|
||||
|
||||
F32 *l0 = left_f32;
|
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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) {
|
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*l0++ += cast(F32) (track->data->samples[off + (2 * f) + 0]) * track->volume * audio->volume;
|
||||
*r0++ += cast(F32) (track->data->samples[off + (2 * f) + 1]) * track->volume * 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;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
U32 Audio_Play(Audio_Context *audio, U32 index) {
|
||||
U32 result = 0;
|
||||
if (audio->free != 0 && SDL_LockAudioStream(audio->stream)) {
|
||||
result = audio->free;
|
||||
|
||||
Audio_Track *track = &audio->tracks[result];
|
||||
audio->free = track->next;
|
||||
|
||||
track->playing = true;
|
||||
track->data = &audio->sounds[index];
|
||||
track->n_played = 0;
|
||||
track->volume = 1.0f;
|
||||
track->next = audio->head;
|
||||
audio->head = result;
|
||||
|
||||
SDL_UnlockAudioStream(audio->stream);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void Audio_ChangeVolume(Audio_Context *audio, U32 handle, F32 volume) {
|
||||
if (SDL_LockAudioStream(audio->stream)) {
|
||||
audio->tracks[handle].volume = volume;
|
||||
SDL_UnlockAudioStream(audio->stream);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,5 +17,6 @@ function void VM_Decommit(void *base, U64 size);
|
||||
function void VM_Release(void *base, U64 size);
|
||||
|
||||
#include "filesystem.h"
|
||||
#include "audio.h"
|
||||
|
||||
#endif // LD_OS_CORE_H_
|
||||
|
||||
Reference in New Issue
Block a user