Add Initial Sound Effects
Adds support for sound effects in Doodle and configures some for various doodads to start out with: * Buttons and Switches: "Clicked down" and "clicked up" sounds. * Colored Doors: an "unlocked" sound and a "door opened" sound. * Electric Door: sci-fi sounds when opening and closing. * Keys: sound effect for collecting keys. JavaScript API for Doodads adds a global function `Sound.Play(filename)` to play sounds. All sounds in the `rtp/sfx/` folder are pre-loaded on startup for efficient use in the app. Otherwise sounds are lazy-loaded on first playback.
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.gitignore
vendored
4
.gitignore
vendored
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@ -3,8 +3,9 @@ fonts/
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maps/
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bin/
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dist/
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rtp/
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dev-assets/guidebook/venv
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dev-assets/guidebook/compiled/pages
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dev-assets/guidebook/site/
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wasm/assets/
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*.wasm
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*.doodad
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@ -15,3 +16,4 @@ docker/fedora
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screenshot-*.png
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map-*.json
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pkg/wallpaper/*.png
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@ -84,10 +84,10 @@ Dependencies are Go, SDL2 and SDL2_ttf:
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```bash
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# Fedora
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sudo dnf -y install golang SDL2-devel SDL2_ttf-devel
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sudo dnf -y install golang SDL2-devel SDL2_ttf-devel SDL2_mixer-devel
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# Ubuntu and Debian
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sudo apt -y install golang libsdl2-dev libsdl2-ttf-dev
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sudo apt -y install golang libsdl2-dev libsdl2-ttf-dev libsdl2-mixer-devel
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```
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## Mac OS
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@ -12,6 +12,7 @@ import (
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/bindata"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/sound"
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"git.kirsle.net/go/render/sdl"
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"github.com/urfave/cli"
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@ -95,6 +96,9 @@ func main() {
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panic(err)
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}
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// Preload all sound effects.
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sound.PreloadAll()
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game := doodle.New(c.Bool("debug"), engine)
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game.SetupEngine()
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if c.Bool("guitest") {
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@ -2,6 +2,7 @@ function main() {
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console.log("%s initialized!", Self.Title);
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var timer = 0;
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var pressed = false;
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Events.OnCollide(function(e) {
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if (!e.Settled) {
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@ -13,7 +14,12 @@ function main() {
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return;
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}
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if (!pressed) {
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Sound.Play("button-down.wav")
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Message.Publish("power", true);
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pressed = true;
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}
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if (timer > 0) {
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clearTimeout(timer);
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@ -21,9 +27,11 @@ function main() {
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Self.ShowLayer(1);
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timer = setTimeout(function() {
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Sound.Play("button-up.wav")
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Self.ShowLayer(0);
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Message.Publish("power", false);
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timer = 0;
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pressed = false;
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}, 200);
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});
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}
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@ -8,6 +8,7 @@ function main() {
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if (powered && pressed) {
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Self.ShowLayer(0);
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pressed = false;
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Sound.Play("button-up.wav")
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Message.Publish("power", false);
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}
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})
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@ -26,6 +27,7 @@ function main() {
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return;
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}
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Sound.Play("button-down.wav")
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Self.ShowLayer(1);
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pressed = true;
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Message.Publish("power", true);
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@ -43,6 +43,7 @@ function main() {
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Self.PlayAnimation("shake", function() {
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state = stateFalling;
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Self.PlayAnimation("fall", function() {
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Sound.Play("crumbly-break.wav")
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state = stateFallen;
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Self.ShowLayerNamed("fallen");
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@ -32,6 +32,7 @@ function main() {
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if (unlocked) {
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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opened = true;
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Sound.Play("door-open.wav")
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return;
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}
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@ -45,11 +46,13 @@ function main() {
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if (e.Settled) {
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unlocked = true;
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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Sound.Play("unlock.wav")
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}
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}
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});
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Events.OnLeave(function(e) {
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Self.ShowLayer(layer.closed);
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// Sound.Play("door-close.wav")
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// Reset collision state.
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opened = false;
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@ -17,12 +17,14 @@ function main() {
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}
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animating = true;
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Sound.Play("electric-door.wav")
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Self.PlayAnimation("open", function() {
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opened = true;
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animating = false;
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});
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} else {
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animating = true;
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Sound.Play("electric-door.wav")
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Self.PlayAnimation("close", function() {
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opened = false;
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animating = false;
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@ -3,6 +3,7 @@ function main() {
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Events.OnCollide(function(e) {
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if (e.Settled) {
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Sound.Play("item-get.wav")
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e.Actor.AddItem(Self.Filename, 0);
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Self.Destroy();
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}
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@ -19,6 +19,7 @@ function main() {
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}
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if (collide === false) {
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Sound.Play("button-down.wav")
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state = !state;
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Message.Publish("power", state);
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showState(state);
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@ -6,6 +6,7 @@ import (
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/physics"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/apps/doodle/pkg/sound"
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"git.kirsle.net/go/render"
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)
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@ -25,6 +26,11 @@ func NewJSProxy(vm *VM) JSProxy {
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"error": log.Error,
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},
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// Audio API.
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"Sound": map[string]interface{}{
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"Play": sound.PlaySound,
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},
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// Type constructors.
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"RGBA": render.RGBA,
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"Point": render.NewPoint,
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25
pkg/sound/preload.go
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25
pkg/sound/preload.go
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package sound
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import (
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"io/ioutil"
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"path/filepath"
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)
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// PreloadAll looks in the SoundRoot and MusicRoot folders and preloads all
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// supported files into the caches.
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func PreloadAll() {
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if engine == nil || !Enabled {
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return
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}
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// Preload sound effects.
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if files, err := ioutil.ReadDir(SoundRoot); err == nil {
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for _, file := range files {
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if filepath.Ext(file.Name()) != ".wav" {
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continue
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}
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LoadSound(file.Name())
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}
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}
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}
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114
pkg/sound/sound.go
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114
pkg/sound/sound.go
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// Package sound provides audio functions for Doodle.
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package sound
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import (
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"path/filepath"
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"sync"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/audio/sdl"
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"github.com/veandco/go-sdl2/mix"
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)
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// Globals.
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var (
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// If enabled is false, all sound functions are no-ops.
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Enabled bool
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// Root folder on disk where sound and music files should live.
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SoundRoot = filepath.Join("rtp", "sfx")
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MusicRoot = filepath.Join("rtp", "music")
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// Cache of loaded music and sound effects.
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music = map[string]*sdl.Track{}
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sounds = map[string]*sdl.Track{}
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mu sync.RWMutex
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engine *sdl.Engine
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)
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// Initialize SDL2 Audio at startup.
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func init() {
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eng, err := sdl.New(mix.INIT_MP3 | mix.INIT_OGG)
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if err != nil {
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log.Error("sound.init(): error initializing SDL2 audio: %s", err)
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return
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}
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err = eng.Setup()
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if err != nil {
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log.Error("sound.init(): error setting up SDL2 audio: %s", err)
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return
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}
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engine = eng
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Enabled = true
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}
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// LoadMusic loads filename from the MusicRoot into the global music cache.
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// If the music is already loaded, does nothing.
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func LoadMusic(filename string) *sdl.Track {
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if engine == nil || !Enabled {
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return nil
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}
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// Check if the music is already loaded.
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mu.RLock()
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mus, ok := music[filename]
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mu.RUnlock()
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if ok {
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return mus
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}
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// Load the music in.
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track, err := engine.LoadMusic(filepath.Join(MusicRoot, filename))
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if err != nil {
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log.Error("sound.LoadMusic: failed to load file %s: %s", filename, err)
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return nil
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}
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mu.Lock()
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music[filename] = &track
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mu.Unlock()
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return &track
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}
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// LoadSound loads filename from the SoundRoot into the global SFX cache.
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// If the sound is already loaded, does nothing.
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func LoadSound(filename string) *sdl.Track {
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if engine == nil || !Enabled {
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return nil
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}
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// Check if the music is already loaded.
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mu.RLock()
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sfx, ok := sounds[filename]
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mu.RUnlock()
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if ok {
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return sfx
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}
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// Load the sound in.
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log.Info("Loading sound: %s", filename)
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track, err := engine.LoadSound(filepath.Join(SoundRoot, filename))
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if err != nil {
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log.Error("sound.LoadSound: failed to load file %s: %s", filename, err)
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return nil
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}
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mu.Lock()
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sounds[filename] = &track
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mu.Unlock()
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return &track
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}
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// PlaySound plays the named sound.
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func PlaySound(filename string) {
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log.Debug("Play sound: %s", filename)
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sound := LoadSound(filename)
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if sound != nil {
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sound.Play(1)
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}
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}
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Block a user