4 Commits

Author SHA1 Message Date
874b2b59f7 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-07 14:14:51 +01:00
dbff261805 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-07 14:09:59 +01:00
df2c02a6a9 VERY hacky positional audio 2025-10-06 22:17:41 +01:00
59f643b72c Added audio playback
Playing music
2025-10-06 21:54:48 +01:00
12 changed files with 267 additions and 55 deletions

BIN
assets/saloon_outside.wav Normal file

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@@ -47,6 +47,11 @@ V3f V3f_Sub(V3f a, V3f b) {
return result; return result;
} }
F32 V2f_Dot(V2f a, V2f b) {
F32 result = (a.x * b.x) + (a.y * b.y);
return result;
}
F32 V3f_Dot(V3f a, V3f b) { F32 V3f_Dot(V3f a, V3f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z); F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
return result; return result;

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@@ -118,6 +118,7 @@ function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s); function V3f V3f_Scale(V3f x, F32 s);
function V3f V3f_Sub(V3f a, V3f b); function V3f V3f_Sub(V3f a, V3f b);
function F32 V2f_Dot(V2f a, V2f b);
function F32 V3f_Dot(V3f a, V3f b); function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b); function F32 V4f_Dot(V4f a, V4f b);

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@@ -44,30 +44,6 @@ 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;
@@ -84,6 +60,14 @@ 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, 0.0f); // disabled audio
U32 bgm = Audio_Play(audio, 0);
U32 saloon_music = 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);
@@ -100,6 +84,11 @@ int main(int argc, char **argv)
World *world = M_ArenaPush(arena, World); World *world = M_ArenaPush(arena, World);
LoadWorld(arena, world); LoadWorld(arena, world);
game->world = world; game->world = world;
world->audio = audio;
world->audio_handles[0] = bgm;
world->audio_handles[1] = saloon_music;
world->arena = arena; world->arena = arena;
world->random = Random_Seed(29237489723847); world->random = Random_Seed(29237489723847);
world->npcCount = 12; world->npcCount = 12;
@@ -382,7 +371,7 @@ int main(int argc, char **argv)
} }
if(!game->editor.enabled) { if(!game->editor.enabled) {
UpdateWorld(1.0f / 60.0f, game->world); UpdateWorld(1.0f / 250.0f, game->world);
game->camera.p.x = game->world->player.collision.pos.x; game->camera.p.x = game->world->player.collision.pos.x;
game->camera.p.y = game->world->player.collision.pos.y; game->camera.p.y = game->world->player.collision.pos.y;
@@ -424,12 +413,17 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS); D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw); RenderWorld(game->world, &game->draw);
R3f bounds = G_CameraBounds(&game->camera);
if (game->world->showPoster) { if (game->world->showPoster) {
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); D_Rect(&game->draw, bounds.min.x + 4.8f, bounds.min.y + 6.4f, .texture = D_ImageHandle(&game->draw, S("poster")), .scale = 12.0f);
} }
for(int i = 0; i < game->world->player.health; i++){
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); for (U32 i = 0; i < game->world->player.health; i++) {
D_Rect(&game->draw, (bounds.max.x - 3) + i, bounds.min.y + 1, .texture = D_ImageHandle(&game->draw, S("heart")));
} }
//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0); //D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
@@ -438,7 +432,7 @@ int main(int argc, char **argv)
G_Editor editor = game->editor; G_Editor editor = game->editor;
F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2); F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2);
F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2); F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2);
for (int i = 0; i < game->world->navMesh->nodeCount; i++) { for (U32 i = 0; i < game->world->navMesh->nodeCount; i++) {
NavNode n = game->world->navMesh->nodes[i]; NavNode n = game->world->navMesh->nodes[i];
D_Rect( D_Rect(
&game->draw, &game->draw,
@@ -448,7 +442,7 @@ int main(int argc, char **argv)
.scale = 0.2f, .scale = 0.2f,
); );
} }
for (int i = 0; i < game->world->navMesh->nodeCount; i++) { for (U32 i = 0; i < game->world->navMesh->nodeCount; i++) {
NavNode n = game->world->navMesh->nodes[i]; NavNode n = game->world->navMesh->nodes[i];
if(i == editor.selectedNode) { if(i == editor.selectedNode) {
D_Rect( D_Rect(
@@ -509,7 +503,7 @@ int main(int argc, char **argv)
.texture=0, .texture=0,
.dim=game->world->portals[i].box.size, .dim=game->world->portals[i].box.size,
.flags=D_RECT_IGNORE_ASPECT, .flags=D_RECT_IGNORE_ASPECT,
.c=V4F(0,0,100,0.7), .c=V4F(0,0,100,0.7f),
); );
} }
break; break;

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@@ -10,7 +10,7 @@ V2f ShootTowards(Bandit *bandit, V2f target, Random* r)
} }
void UpdateBandit(F32 delta, Bandit *bandit, World *world) { void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
for(int i = 0; i < world->portalCount; i++) { for(U32 i = 0; i < world->portalCount; i++) {
if(AABB_Collide(world->portals[0].box, bandit->collision)) { if(AABB_Collide(world->portals[0].box, bandit->collision)) {
bandit->currentArea = world->portals[0].area; bandit->currentArea = world->portals[0].area;
} }
@@ -18,12 +18,10 @@ 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\n");
// shootout time o.o // shootout time o.o
bandit->mode = BANDIT_SHOOTOUT; bandit->mode = BANDIT_SHOOTOUT;
} }
@@ -71,17 +69,14 @@ 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("\nshoot 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("\nhit");
world->player.health--; world->player.health--;
} }
if(bandit->bullets == 0){ if(bandit->bullets == 0){
printf("\nenemy reload");
bandit->bullets = 6; bandit->bullets = 6;
bandit->reloadTimer = bandit->reloadTime; bandit->reloadTimer = bandit->reloadTime;
} }

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@@ -4,7 +4,7 @@
#include "core/math.h" #include "core/math.h"
void UpdateNPC(F32 delta, NPC *npc, World *world) { void UpdateNPC(F32 delta, NPC *npc, World *world) {
for(int i = 0; i < world->portalCount; i++) { for(U32 i = 0; i < world->portalCount; i++) {
if(AABB_Collide(world->portals[0].box, npc->collision)) { if(AABB_Collide(world->portals[0].box, npc->collision)) {
npc->currentArea = world->portals[0].area; npc->currentArea = world->portals[0].area;
} }

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@@ -100,7 +100,6 @@ 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) {
@@ -137,11 +136,23 @@ void PlayerUpdate(F32 delta, Player *player) {
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta); dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->collision.pos.x += dir.x; player->collision.pos.x += dir.x;
player->collision.pos.y += dir.y; player->collision.pos.y += dir.y;
for(int i = 0; i < player->world->portalCount; i++) {
if(AABB_Collide(player->world->portals[0].box, player->collision)) { for(U32 i = 0; i < player->world->portalCount; i++) {
player->currentArea = player->world->portals[0].area; if(AABB_Collide(player->world->portals[i].box, player->collision)) {
player->currentArea = player->world->portals[i].area;
} }
} }
V2f test;
test.x = player->collision.pos.x - 14;
test.y = player->collision.pos.y - 14;
F32 len = V2f_Dot(test, test);
F32 vol = Max(0.0f, 1.0f - (len / 25.0f));
Audio_ChangeVolume(player->world->audio, player->world->audio_handles[1], vol);
Audio_ChangeVolume(player->world->audio, player->world->audio_handles[0], 1.0f - vol);
} }
void PlayerDraw(D_Context *draw, Player *player) { void PlayerDraw(D_Context *draw, Player *player) {

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@@ -244,8 +244,8 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
} }
} }
if(skip) {continue;} if(skip) {continue;}
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x; world->navMesh->nodes[world->navMesh->nodeCount].pos.x = cast(F32) x;
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y; world->navMesh->nodes[world->navMesh->nodeCount].pos.y = cast(F32) y;
world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0; world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
for(int nx = -1; nx < 2; nx++){ for(int nx = -1; nx < 2; nx++){
for(int ny = -1; ny < 2; ny++){ for(int ny = -1; ny < 2; ny++){
@@ -265,7 +265,7 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
} }
U32 nCount = world->navMesh->nodeCount; U32 nCount = world->navMesh->nodeCount;
S32 index = -1; S32 index = -1;
for(int ohgod = 0; ohgod < nCount; ohgod++) { for (U32 ohgod = 0; ohgod < nCount; ohgod++) {
if(world->navMesh->nodes[ohgod].pos.x == nx+x&& world->navMesh->nodes[ohgod].pos.y == y+ny) { if(world->navMesh->nodes[ohgod].pos.x == nx+x&& world->navMesh->nodes[ohgod].pos.y == y+ny) {
index=ohgod; index=ohgod;
break; break;
@@ -282,7 +282,7 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
}; };
} }
if(index < 0) {continue;} if(index < 0) {continue;}
skip |= index > nCount; skip |= (index > (S32) nCount);
if(skip) {continue;} if(skip) {continue;}
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index; world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost; world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
@@ -294,7 +294,7 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
} }
world->navMesh->nodeCount++; world->navMesh->nodeCount++;
} }
for(int i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
world->npcs[i].mode = NPC_ACTION_WAITING; world->npcs[i].mode = NPC_ACTION_WAITING;
world->npcs[i].maxWaitTime = Random_F32(&world->random, 20, 140); world->npcs[i].maxWaitTime = Random_F32(&world->random, 20, 140);
world->npcs[i].waitTime = 0; world->npcs[i].waitTime = 0;

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@@ -72,6 +72,8 @@ struct World {
U32 portalCount; U32 portalCount;
U32 hitboxCount; U32 hitboxCount;
Audio_Context *audio;
U32 audio_handles[2];
//// Player //// Player
Player player; Player player;

43
code/os/audio.h Normal file
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@@ -0,0 +1,43 @@
#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;
F32 volume;
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 U32 Audio_Play(Audio_Context *audio, U32 index);
function void Audio_ChangeVolume(Audio_Context *audio, U32 handle, F32 volume);
#endif // LD_OS_AUDIO_H_

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@@ -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 +18,164 @@ 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]) * 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);
}
}

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@@ -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_