Noah Petherbridge
6d8aa387d7
* Add sound effect and music support to Doodle. * Fix WASM build to use the 'null' sound driver for now. * Add a Settings button to the main menu; UI for it is WIP.
110 lines
2.1 KiB
Go
110 lines
2.1 KiB
Go
//+build !js,!wasm
|
|
|
|
package sound
|
|
|
|
import (
|
|
"path/filepath"
|
|
"sync"
|
|
|
|
"git.kirsle.net/apps/doodle/pkg/log"
|
|
"git.kirsle.net/go/audio"
|
|
"git.kirsle.net/go/audio/sdl"
|
|
"github.com/veandco/go-sdl2/mix"
|
|
)
|
|
|
|
// SDL engine globals.
|
|
var (
|
|
engine *sdl.Engine
|
|
|
|
// Cache of loaded music and sound effects.
|
|
music = map[string]*sdl.Track{}
|
|
sounds = map[string]*sdl.Track{}
|
|
mu sync.RWMutex
|
|
)
|
|
|
|
// Initialize SDL2 Audio at startup.
|
|
func init() {
|
|
eng, err := sdl.New(mix.INIT_MP3 | mix.INIT_OGG)
|
|
if err != nil {
|
|
log.Error("sound.init(): error initializing SDL2 audio: %s", err)
|
|
return
|
|
}
|
|
|
|
err = eng.Setup()
|
|
if err != nil {
|
|
log.Error("sound.init(): error setting up SDL2 audio: %s", err)
|
|
return
|
|
}
|
|
|
|
engine = eng
|
|
Enabled = true
|
|
}
|
|
|
|
// LoadMusic loads filename from the MusicRoot into the global music cache.
|
|
// If the music is already loaded, does nothing.
|
|
func LoadMusic(filename string) audio.Playable {
|
|
if engine == nil || !Enabled {
|
|
return nil
|
|
}
|
|
|
|
// Check if the music is already loaded.
|
|
mu.RLock()
|
|
mus, ok := music[filename]
|
|
mu.RUnlock()
|
|
if ok {
|
|
return mus
|
|
}
|
|
|
|
// Load the music in.
|
|
track, err := engine.LoadMusic(filepath.Join(MusicRoot, filename))
|
|
if err != nil {
|
|
log.Error("sound.LoadMusic: failed to load file %s: %s", filename, err)
|
|
return nil
|
|
}
|
|
|
|
mu.Lock()
|
|
music[filename] = &track
|
|
mu.Unlock()
|
|
|
|
return &track
|
|
}
|
|
|
|
// LoadSound loads filename from the SoundRoot into the global SFX cache.
|
|
// If the sound is already loaded, does nothing.
|
|
func LoadSound(filename string) audio.Playable {
|
|
if engine == nil || !Enabled {
|
|
return nil
|
|
}
|
|
|
|
// Check if the music is already loaded.
|
|
mu.RLock()
|
|
sfx, ok := sounds[filename]
|
|
mu.RUnlock()
|
|
if ok {
|
|
return sfx
|
|
}
|
|
|
|
// Load the sound in.
|
|
log.Info("Loading sound: %s", filename)
|
|
track, err := engine.LoadSound(filepath.Join(SoundRoot, filename))
|
|
if err != nil {
|
|
log.Error("sound.LoadSound: failed to load file %s: %s", filename, err)
|
|
return nil
|
|
}
|
|
|
|
mu.Lock()
|
|
sounds[filename] = &track
|
|
mu.Unlock()
|
|
|
|
return &track
|
|
}
|
|
|
|
// PlaySound plays the named sound.
|
|
func PlaySound(filename string) {
|
|
log.Debug("Play sound: %s", filename)
|
|
sound := LoadSound(filename)
|
|
if sound != nil {
|
|
sound.Play(1)
|
|
}
|
|
}
|