Fet el fade out del title de video i audio i el fade in del joc de video i audio

Actualitzat jail_audio a la última versió
This commit is contained in:
2024-12-26 10:03:02 +01:00
parent ca2c48ea17
commit b8dca0a46f
10 changed files with 287 additions and 296 deletions

View File

@@ -14,7 +14,7 @@ fade.num_squares_height 128
fade.random_squares_delay 1 fade.random_squares_delay 1
fade.random_squares_mult 500 fade.random_squares_mult 500
fade.post_duration 80 fade.post_duration 80
fade.venetian_size 16 fade.venetian_size 12
## SCOREBOARD ## SCOREBOARD
scoreboard.x 0 scoreboard.x 0

BIN
data/sound/game_start.wav Normal file

Binary file not shown.

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@@ -388,6 +388,7 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
// Sonidos // Sonidos
Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND);

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@@ -123,7 +123,6 @@ void Fade::update()
// Dibuja sobre el backbuffer_ // Dibuja sobre el backbuffer_
auto temp = SDL_GetRenderTarget(renderer_); auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_); SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE); SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_); SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
@@ -135,8 +134,6 @@ void Fade::update()
SDL_RenderFillRect(renderer_, &square_[index2]); SDL_RenderFillRect(renderer_, &square_[index2]);
} }
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
// Deja el renderizador como estaba // Deja el renderizador como estaba
SDL_SetRenderTarget(renderer_, temp); SDL_SetRenderTarget(renderer_, temp);
} }
@@ -160,9 +157,11 @@ void Fade::update()
// Dibuja sobre el backbuffer_ // Dibuja sobre el backbuffer_
auto temp = SDL_GetRenderTarget(renderer_); auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_); SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_); SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
for (auto rect : square_)
// Dibuja el cuadrado correspondiente
for (const auto rect : square_)
{ {
SDL_RenderFillRect(renderer_, &rect); SDL_RenderFillRect(renderer_, &rect);
} }
@@ -170,11 +169,12 @@ void Fade::update()
// Deja el renderizador como estaba // Deja el renderizador como estaba
SDL_SetRenderTarget(renderer_, temp); SDL_SetRenderTarget(renderer_, temp);
const auto h = counter_ / 3; // Modifica el tamaño de los rectangulos
for (int i = 0; i < (int)square_.size(); ++i) const auto h = counter_ / 2;
for (size_t i = 0; i < square_.size(); ++i)
{ {
// A partir del segundo rectangulo se pinta en función del anterior // A partir del segundo rectangulo se pinta en función del anterior
square_[i].h = i == 0 ? h : std::max(square_[i - 1].h - 3, 0); square_.at(i).h = i == 0 ? h : std::max(square_.at(i - 1).h - 2, 0);
} }
} }
else else
@@ -255,12 +255,8 @@ void Fade::activate()
} }
// Limpia la textura // Limpia la textura
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
a_ = mode_ == FadeMode::OUT ? 0 : 255; a_ = mode_ == FadeMode::OUT ? 0 : 255;
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_); cleanBackbuffer(r_, g_, b_, a_);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
// Deja el color listo para usar // Deja el color listo para usar
a_ = mode_ == FadeMode::OUT ? 255 : 0; a_ = mode_ == FadeMode::OUT ? 255 : 0;
@@ -270,12 +266,16 @@ void Fade::activate()
case FadeType::VENETIAN: case FadeType::VENETIAN:
{ {
cleanBackbuffer(0, 0, 0, 0); // Limpia la textura
rect1_ = {0, 0, param.game.width, 0}; a_ = mode_ == FadeMode::OUT ? 0 : 255;
square_.clear(); cleanBackbuffer(r_, g_, b_, a_);
a_ = 255;
// Deja el color listo para usar
a_ = mode_ == FadeMode::OUT ? 255 : 0;
// Añade los cuadrados al vector // Añade los cuadrados al vector
square_.clear();
rect1_ = {0, 0, param.game.width, 0};
const int max = param.game.height / param.fade.venetian_size; const int max = param.game.height / param.fade.venetian_size;
for (int i = 0; i < max; ++i) for (int i = 0; i < max; ++i)
@@ -289,31 +289,6 @@ void Fade::activate()
} }
} }
// Comprueba si está activo
bool Fade::isEnabled() const
{
return enabled_;
}
// Comprueba si ha terminado la transicion
bool Fade::hasEnded() const
{
// Ha terminado cuando ha finalizado la transición y se ha deshabilitado
return !enabled_ && finished_;
}
// Establece el tipo de fade
void Fade::setType(FadeType type)
{
type_ = type;
}
// Establece el modo de fade
void Fade::setMode(FadeMode mode)
{
mode_ = mode;
}
// Establece el color del fade // Establece el color del fade
void Fade::setColor(Uint8 r, Uint8 g, Uint8 b) void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
{ {
@@ -322,12 +297,6 @@ void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
b_ = b; b_ = b;
} }
// Establece la duración posterior
void Fade::setPost(int value)
{
post_duration_ = value;
}
// Limpia el backbuffer // Limpia el backbuffer
void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a) void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{ {
@@ -347,6 +316,8 @@ void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
int Fade::calculateValue(int min, int max, int current) int Fade::calculateValue(int min, int max, int current)
{ {
if (max == 0) if (max == 0)
{
return 0; return 0;
}
return std::clamp(current * 100 / max, 0, 100); return std::clamp(current * 100 / max, 0, 100);
} }

View File

@@ -75,24 +75,16 @@ public:
// Activa el fade // Activa el fade
void activate(); void activate();
// Comprueba si ha terminado la transicion
bool hasEnded() const;
// Comprueba si está activo
bool isEnabled() const;
// Establece el tipo de fade
void setType(FadeType type);
// Establece el modo de fade
void setMode(FadeMode mode);
// Establece el color del fade // Establece el color del fade
void setColor(Uint8 r, Uint8 g, Uint8 b); void setColor(Uint8 r, Uint8 g, Uint8 b);
// Establece la duración posterior
void setPost(int value);
// Getters // Getters
int getValue() const { return value_; } int getValue() const { return value_; }
bool isEnabled() const { return enabled_; }
bool hasEnded() const { return !enabled_ && finished_; }
// Setters
void setType(FadeType type) { type_ = type; }
void setMode(FadeMode mode) { mode_ = mode; }
void setPost(int value) { post_duration_ = value; }
}; };

View File

@@ -65,8 +65,8 @@ Game::Game(int player_id, int current_stage, bool demo)
scoreboard_ = Scoreboard::get(); scoreboard_ = Scoreboard::get();
fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b); fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_in_->setPost(param.fade.post_duration); fade_in_->setPost(0);
fade_in_->setType(FadeType::RANDOM_SQUARE); fade_in_->setType(FadeType::VENETIAN);
fade_in_->setMode(FadeMode::IN); fade_in_->setMode(FadeMode::IN);
fade_in_->activate(); fade_in_->activate();
@@ -94,14 +94,6 @@ Game::Game(int player_id, int current_stage, bool demo)
Stage::total_power += Stage::get(i).power_to_complete; Stage::total_power += Stage::get(i).power_to_complete;
} }
#endif #endif
// Crea los primeros globos y el mensaje de inicio
if (!demo_.enabled)
{
balloon_manager_->createTwoBigBalloons();
evaluateAndSetMenace();
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
}
} }
Game::~Game() Game::~Game()
@@ -282,6 +274,26 @@ void Game::updateStage()
} }
} }
// Actualiza el estado de fade in
void Game::updateFadeInState()
{
if (state_ == GameState::FADE_IN)
{
if (fade_in_->hasEnded())
{
state_ = GameState::PLAYING;
// Crea los primeros globos y el mensaje de inicio
if (!demo_.enabled)
{
balloon_manager_->createTwoBigBalloons();
evaluateAndSetMenace();
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
}
}
}
}
// Actualiza el estado de fin de la partida // Actualiza el estado de fin de la partida
void Game::updateGameOverState() void Game::updateGameOverState()
{ {
@@ -969,7 +981,7 @@ void Game::disableTimeStopItem()
void Game::checkMusicStatus() void Game::checkMusicStatus()
{ {
// Si se ha completado el juego o los jugadores han terminado, detiene la música // Si se ha completado el juego o los jugadores han terminado, detiene la música
state_ == GameState::COMPLETED || allPlayersAreGameOver() ? stopMusic() : playMusic(); state_ == GameState::FADE_IN || state_ == GameState::COMPLETED || allPlayersAreGameOver() ? stopMusic() : playMusic();
} }
// Bucle para el juego // Bucle para el juego
@@ -1781,6 +1793,7 @@ void Game::updateGame()
moveBullets(); moveBullets();
updateItems(); updateItems();
updateStage(); updateStage();
updateFadeInState();
updateGameOverState(); updateGameOverState();
updateCompletedState(); updateCompletedState();
updateSmartSprites(); updateSmartSprites();
@@ -1808,21 +1821,24 @@ void Game::cleanVectors()
// Gestiona el nivel de amenaza // Gestiona el nivel de amenaza
void Game::updateMenace() void Game::updateMenace()
{ {
const auto stage = Stage::get(Stage::number); if (state_ == GameState::PLAYING)
const float percent = Stage::power / stage.power_to_complete;
const int difference = stage.max_menace - stage.min_menace;
// Aumenta el nivel de amenaza en función de la puntuación
menace_threshold_ = stage.min_menace + (difference * percent);
// Si el nivel de amenza es inferior al umbral
if (menace_current_ < menace_threshold_)
{ {
// Crea una formación de enemigos const auto stage = Stage::get(Stage::number);
balloon_manager_->deployBalloonFormation(Stage::number); const float percent = Stage::power / stage.power_to_complete;
const int difference = stage.max_menace - stage.min_menace;
// Recalcula el nivel de amenaza con el nuevo globo // Aumenta el nivel de amenaza en función de la puntuación
evaluateAndSetMenace(); menace_threshold_ = stage.min_menace + (difference * percent);
// Si el nivel de amenza es inferior al umbral
if (menace_current_ < menace_threshold_)
{
// Crea una formación de enemigos
balloon_manager_->deployBalloonFormation(Stage::number);
// Recalcula el nivel de amenaza con el nuevo globo
evaluateAndSetMenace();
}
} }
} }

View File

@@ -65,6 +65,7 @@ private:
// Enum // Enum
enum class GameState enum class GameState
{ {
FADE_IN,
PLAYING, PLAYING,
COMPLETED, COMPLETED,
GAME_OVER, GAME_OVER,
@@ -165,7 +166,7 @@ private:
int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases
int menace_current_ = 0; // Nivel de amenaza actual int menace_current_ = 0; // Nivel de amenaza actual
int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
GameState state_ = GameState::PLAYING; // Estado GameState state_ = GameState::FADE_IN; // Estado
#ifdef DEBUG #ifdef DEBUG
bool auto_pop_balloons_ = false; // Si es true, incrementa automaticamente los globos explotados bool auto_pop_balloons_ = false; // Si es true, incrementa automaticamente los globos explotados
#endif #endif
@@ -194,6 +195,9 @@ private:
// Comprueba si hay cambio de fase y actualiza las variables // Comprueba si hay cambio de fase y actualiza las variables
void updateStage(); void updateStage();
// Actualiza el estado de fade in
void updateFadeInState();
// Actualiza el estado de fin de la partida // Actualiza el estado de fin de la partida
void updateGameOverState(); void updateGameOverState();

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@@ -1,91 +1,91 @@
#ifndef JA_USESDLMIXER #ifndef JA_USESDLMIXER
#include "jail_audio.h" #include "jail_audio.h"
#include <stdint.h> // para uint8_t #include "stb_vorbis.c"
#include <stdio.h> // para NULL, fseek, fclose, fopen, fread, ftell, FILE #include <SDL2/SDL.h>
#include <stdlib.h> // para free, malloc #include <stdio.h>
#include "stb_vorbis.c" // para stb_vorbis_decode_memory
#define JA_MAX_SIMULTANEOUS_CHANNELS 5 #define JA_MAX_SIMULTANEOUS_CHANNELS 5
struct JA_Sound_t struct JA_Sound_t {
{ Uint32 length {0};
Uint32 length{0}; Uint8* buffer {NULL};
Uint8 *buffer{NULL};
}; };
struct JA_Channel_t struct JA_Channel_t {
{ JA_Sound_t *sound;
JA_Sound_t *sound; int pos {0};
int pos{0}; int times {0};
int times{0}; JA_Channel_state state { JA_CHANNEL_FREE };
JA_Channel_state state{JA_CHANNEL_FREE};
}; };
struct JA_Music_t struct JA_Music_t {
{ int samples {0};
int samples{0}; int pos {0};
int pos{0}; int times {0};
int times{0}; short* output {NULL};
short *output{NULL}; JA_Music_state state {JA_MUSIC_INVALID};
JA_Music_state state{JA_MUSIC_INVALID};
}; };
JA_Music_t *current_music{NULL}; JA_Music_t *current_music{NULL};
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS]; JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq{48000}; int JA_freq {48000};
SDL_AudioFormat JA_format{AUDIO_S16}; SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels{2}; Uint8 JA_channels {2};
int JA_musicVolume = 128; int JA_musicVolume = 128;
int JA_soundVolume = 64; int JA_soundVolume = 64;
bool JA_musicEnabled = true; bool JA_musicEnabled = true;
bool JA_soundEnabled = true; bool JA_soundEnabled = true;
SDL_AudioDeviceID sdlAudioDevice = 0; SDL_AudioDeviceID sdlAudioDevice = 0;
void audioCallback(void *userdata, uint8_t *stream, int len) bool fading = false;
{ int fade_start_time;
int fade_duration;
int fade_initial_volume;
void audioCallback(void * userdata, uint8_t * stream, int len) {
SDL_memset(stream, 0, len); SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
{ int volume = JA_musicVolume;
const int size = SDL_min(len, current_music->samples * 2 - current_music->pos); if (fading) {
SDL_MixAudioFormat(stream, (Uint8 *)(current_music->output + current_music->pos), AUDIO_S16, size, JA_musicVolume); int time = SDL_GetTicks();
current_music->pos += size / 2; if (time > (fade_start_time+fade_duration)) {
if (size < len) fading = false;
{ current_music->pos = 0;
if (current_music->times != 0) current_music->state = JA_MUSIC_STOPPED;
{ volume = 0;
SDL_MixAudioFormat(stream + size, (Uint8 *)current_music->output, AUDIO_S16, len - size, JA_musicVolume); } else {
current_music->pos = (len - size) / 2; const int time_passed = time - fade_start_time;
if (current_music->times > 0) const float percent = (float)time_passed / (float)fade_duration;
current_music->times--; volume = JA_musicVolume * (1.0 - percent);
} }
else }
{ const int size = SDL_min(len, (current_music->samples-current_music->pos)*2);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, volume);
current_music->pos += size/2;
if (size < len) {
if (current_music->times != 0) {
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, volume);
current_music->pos = (len-size)/2;
if (current_music->times > 0) current_music->times--;
} else {
current_music->pos = 0; current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
} }
} }
} }
// Mixar els channels mi amol // Mixar els channels mi amol
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
{ if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].state == JA_CHANNEL_PLAYING)
{
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos); const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_soundVolume); SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_soundVolume);
channels[i].pos += size; channels[i].pos += size;
if (size < len) if (size < len) {
{ if (channels[i].times != 0) {
if (channels[i].times != 0) SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_soundVolume);
{ channels[i].pos = len-size;
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len - size, JA_soundVolume); if (channels[i].times > 0) channels[i].times--;
channels[i].pos = len - size; } else {
if (channels[i].times > 0)
channels[i].times--;
}
else
{
JA_StopChannel(i); JA_StopChannel(i);
} }
} }
@@ -95,55 +95,52 @@ void audioCallback(void *userdata, uint8_t *stream, int len)
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) void JA_Init(const int freq, const SDL_AudioFormat format, const int channels)
{ {
#ifdef DEBUG
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
SDL_Log("Iniciant JailAudio...");
JA_freq = freq; JA_freq = freq;
JA_format = format; JA_format = format;
JA_channels = channels; JA_channels = channels;
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL}; SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL};
if (sdlAudioDevice != 0) if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0); sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0);
if (sdlAudioDevice==0)
{
SDL_Log("FAILED!\n");
SDL_Log("Failed to initialize SDL audio!\n");
} else {
SDL_Log("OK!\n");
}
SDL_PauseAudioDevice(sdlAudioDevice, 0); SDL_PauseAudioDevice(sdlAudioDevice, 0);
} }
void JA_Quit() void JA_Quit() {
{
SDL_PauseAudioDevice(sdlAudioDevice, 1); SDL_PauseAudioDevice(sdlAudioDevice, 1);
if (sdlAudioDevice != 0) if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0; sdlAudioDevice = 0;
} }
JA_Music_t *JA_LoadMusic(const char *filename) JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
{ {
int chan, samplerate; int chan, samplerate;
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8 *)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f) != 1)
return NULL;
fclose(f);
JA_Music_t *music = new JA_Music_t(); JA_Music_t *music = new JA_Music_t();
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output); music->samples = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &music->output);
free(buffer);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert // [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output); // music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt; SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq); SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) SDL_Log("Music length: %f\n", float(music->samples)/float(JA_freq));
{ if (cvt.needed) {
cvt.len = music->samples * chan * 2; cvt.len = music->samples * chan * 2;
cvt.buf = (Uint8 *)SDL_malloc(cvt.len * cvt.len_mult); cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len); SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt); SDL_ConvertAudio(&cvt);
free(music->output); free(music->output);
music->output = (short *)cvt.buf; music->output = (short*)cvt.buf;
} }
music->pos = 0; music->pos = 0;
music->state = JA_MUSIC_STOPPED; music->state = JA_MUSIC_STOPPED;
@@ -151,13 +148,29 @@ JA_Music_t *JA_LoadMusic(const char *filename)
return music; return music;
} }
JA_Music_t *JA_LoadMusic(const char* filename)
{
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
free(buffer);
return music;
}
void JA_PlayMusic(JA_Music_t *music, const int loop) void JA_PlayMusic(JA_Music_t *music, const int loop)
{ {
if (!JA_musicEnabled || !music) if (!JA_musicEnabled) return;
return;
if (current_music != NULL) if (current_music != NULL) {
{
current_music->pos = 0; current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
} }
@@ -169,78 +182,108 @@ void JA_PlayMusic(JA_Music_t *music, const int loop)
void JA_PauseMusic() void JA_PauseMusic()
{ {
if (!JA_musicEnabled) if (!JA_musicEnabled) return;
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
return;
current_music->state = JA_MUSIC_PAUSED; current_music->state = JA_MUSIC_PAUSED;
} }
void JA_ResumeMusic() void JA_ResumeMusic()
{ {
if (!JA_musicEnabled) if (!JA_musicEnabled) return;
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
return;
current_music->state = JA_MUSIC_PLAYING; current_music->state = JA_MUSIC_PLAYING;
} }
void JA_StopMusic() void JA_StopMusic()
{ {
if (!JA_musicEnabled) if (!JA_musicEnabled) return;
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
return;
current_music->pos = 0; current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED; current_music->state = JA_MUSIC_STOPPED;
} }
JA_Music_state JA_GetMusicState() void JA_FadeOutMusic(const int milliseconds)
{ {
if (!JA_musicEnabled) if (!JA_musicEnabled) return;
return JA_MUSIC_DISABLED; if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (current_music == NULL) fading = true;
return JA_MUSIC_INVALID; fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
}
JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (current_music == NULL) return JA_MUSIC_INVALID;
return current_music->state; return current_music->state;
} }
void JA_DeleteMusic(JA_Music_t *music) void JA_DeleteMusic(JA_Music_t *music) {
{ if (current_music == music) current_music = NULL;
if (current_music == music)
current_music = NULL;
free(music->output); free(music->output);
delete music; delete music;
} }
int JA_SetMusicVolume(int volume) int JA_SetMusicVolume(int volume)
{ {
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
: volume;
return JA_musicVolume; return JA_musicVolume;
} }
void JA_SetMusicPosition(float value)
{
if (!current_music) return;
current_music->pos = value * JA_freq;
}
float JA_GetMusicPosition()
{
if (!current_music) return 0;
return float(current_music->pos)/float(JA_freq);
}
void JA_EnableMusic(const bool value) void JA_EnableMusic(const bool value)
{ {
if (!value && current_music != NULL && current_music->state == JA_MUSIC_PLAYING) if (!value && current_music != NULL && current_music->state==JA_MUSIC_PLAYING) JA_StopMusic();
JA_StopMusic();
JA_musicEnabled = value; JA_musicEnabled = value;
} }
JA_Sound_t *JA_NewSound(Uint8 *buffer, Uint32 length)
{
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *sound = new JA_Sound_t(); JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer; sound->buffer = buffer;
sound->length = length; sound->length = length;
return sound; return sound;
} }
JA_Sound_t *JA_LoadSound(const char *filename) JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) {
{ JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV_RW(SDL_RWFromMem(buffer, size),1, &wavSpec, &sound->buffer, &sound->length);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq);
cvt.len = sound->length;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, sound->buffer, sound->length);
SDL_ConvertAudio(&cvt);
SDL_FreeWAV(sound->buffer);
sound->buffer = cvt.buf;
sound->length = cvt.len_cvt;
return sound;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = new JA_Sound_t(); JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec; SDL_AudioSpec wavSpec;
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length); SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
@@ -248,7 +291,7 @@ JA_Sound_t *JA_LoadSound(const char *filename)
SDL_AudioCVT cvt; SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq); SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq);
cvt.len = sound->length; cvt.len = sound->length;
cvt.buf = (Uint8 *)SDL_malloc(cvt.len * cvt.len_mult); cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, sound->buffer, sound->length); SDL_memcpy(cvt.buf, sound->buffer, sound->length);
SDL_ConvertAudio(&cvt); SDL_ConvertAudio(&cvt);
SDL_FreeWAV(sound->buffer); SDL_FreeWAV(sound->buffer);
@@ -260,16 +303,11 @@ JA_Sound_t *JA_LoadSound(const char *filename)
int JA_PlaySound(JA_Sound_t *sound, const int loop) int JA_PlaySound(JA_Sound_t *sound, const int loop)
{ {
if (!JA_soundEnabled || !sound) if (!JA_soundEnabled) return -1;
return 0;
int channel = 0; int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
{ if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
channel++;
}
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS)
channel = 0;
channels[channel].sound = sound; channels[channel].sound = sound;
channels[channel].times = loop; channels[channel].times = loop;
@@ -280,10 +318,8 @@ int JA_PlaySound(JA_Sound_t *sound, const int loop)
void JA_DeleteSound(JA_Sound_t *sound) void JA_DeleteSound(JA_Sound_t *sound)
{ {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
{ if (channels[i].sound == sound) JA_StopChannel(i);
if (channels[i].sound == sound)
JA_StopChannel(i);
} }
SDL_free(sound->buffer); SDL_free(sound->buffer);
delete sound; delete sound;
@@ -291,60 +327,41 @@ void JA_DeleteSound(JA_Sound_t *sound)
void JA_PauseChannel(const int channel) void JA_PauseChannel(const int channel)
{ {
if (!JA_soundEnabled) if (!JA_soundEnabled) return;
return;
if (channel == -1) if (channel == -1) {
{ for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) if (channels[i].state == JA_CHANNEL_PLAYING) channels[i].state = JA_CHANNEL_PAUSED;
{
if (channels[i].state == JA_CHANNEL_PLAYING)
channels[i].state = JA_CHANNEL_PAUSED;
} }
} } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) if (channels[channel].state == JA_CHANNEL_PLAYING) channels[channel].state = JA_CHANNEL_PAUSED;
{
if (channels[channel].state == JA_CHANNEL_PLAYING)
channels[channel].state = JA_CHANNEL_PAUSED;
} }
} }
void JA_ResumeChannel(const int channel) void JA_ResumeChannel(const int channel)
{ {
if (!JA_soundEnabled) if (!JA_soundEnabled) return;
return;
if (channel == -1) if (channel == -1) {
{ for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) if (channels[i].state == JA_CHANNEL_PAUSED) channels[i].state = JA_CHANNEL_PLAYING;
{
if (channels[i].state == JA_CHANNEL_PAUSED)
channels[i].state = JA_CHANNEL_PLAYING;
} }
} } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) if (channels[channel].state == JA_CHANNEL_PAUSED) channels[channel].state = JA_CHANNEL_PLAYING;
{
if (channels[channel].state == JA_CHANNEL_PAUSED)
channels[channel].state = JA_CHANNEL_PLAYING;
} }
} }
void JA_StopChannel(const int channel) void JA_StopChannel(const int channel)
{ {
if (!JA_soundEnabled) if (!JA_soundEnabled) return;
return;
if (channel == -1) if (channel == -1) {
{ for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
channels[i].state = JA_CHANNEL_FREE; channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0; channels[i].pos = 0;
channels[i].sound = NULL; channels[i].sound = NULL;
} }
} } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
channels[channel].state = JA_CHANNEL_FREE; channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0; channels[channel].pos = 0;
channels[channel].sound = NULL; channels[channel].sound = NULL;
@@ -353,18 +370,15 @@ void JA_StopChannel(const int channel)
JA_Channel_state JA_GetChannelState(const int channel) JA_Channel_state JA_GetChannelState(const int channel)
{ {
if (!JA_soundEnabled) if (!JA_soundEnabled) return JA_SOUND_DISABLED;
return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return JA_CHANNEL_INVALID;
return channels[channel].state; return channels[channel].state;
} }
int JA_SetSoundVolume(int volume) int JA_SetSoundVolume(int volume)
{ {
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0 JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
: volume;
return JA_soundVolume; return JA_soundVolume;
} }
@@ -372,17 +386,15 @@ void JA_EnableSound(const bool value)
{ {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{ {
if (channels[i].state == JA_CHANNEL_PLAYING) if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
JA_StopChannel(i);
} }
JA_soundEnabled = value; JA_soundEnabled = value;
} }
int JA_SetVolume(int volume) int JA_SetVolume(int volume)
{ {
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
: volume; JA_soundVolume = JA_musicVolume/2;
JA_soundVolume = JA_musicVolume / 2;
return JA_musicVolume; return JA_musicVolume;
} }

View File

@@ -1,42 +1,32 @@
#pragma once #pragma once
#include <SDL2/SDL.h>
#include <SDL2/SDL_audio.h> // para SDL_AudioFormat enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
#include <SDL2/SDL_stdinc.h> // para Uint32, Uint8 enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
struct JA_Music_t; // lines 5-5
struct JA_Sound_t; // lines 6-6
enum JA_Channel_state struct JA_Sound_t;
{ struct JA_Music_t;
JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED
};
enum JA_Music_state
{
JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED
};
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels); void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
void JA_Quit(); void JA_Quit();
JA_Music_t *JA_LoadMusic(const char *filename); JA_Music_t *JA_LoadMusic(const char* filename);
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1); void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
void JA_PauseMusic(); void JA_PauseMusic();
void JA_ResumeMusic(); void JA_ResumeMusic();
void JA_StopMusic(); void JA_StopMusic();
void JA_FadeOutMusic(const int milliseconds);
JA_Music_state JA_GetMusicState(); JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music_t *music); void JA_DeleteMusic(JA_Music_t *music);
int JA_SetMusicVolume(int volume); int JA_SetMusicVolume(int volume);
void JA_SetMusicPosition(float value);
float JA_GetMusicPosition();
void JA_EnableMusic(const bool value); void JA_EnableMusic(const bool value);
JA_Sound_t *JA_NewSound(Uint8 *buffer, Uint32 length); JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char *filename); JA_Sound_t *JA_LoadSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0); int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
void JA_PauseChannel(const int channel); void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel); void JA_ResumeChannel(const int channel);

View File

@@ -31,7 +31,7 @@ Title::Title()
fade_(std::make_unique<Fade>()), fade_(std::make_unique<Fade>()),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)), game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))), mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
define_buttons_(std::make_unique<DefineButtons>()), define_buttons_(std::make_unique<DefineButtons>()),
num_controllers_(Input::get()->getNumControllers()) num_controllers_(Input::get()->getNumControllers())
{ {
@@ -71,11 +71,11 @@ void Title::update()
Screen::get()->update(); Screen::get()->update();
// Actualiza las variables de globalInputs // Actualiza las variables de globalInputs
globalInputs::update(); globalInputs::update();
// Comprueba el fundido y si se ha acabado // Comprueba el fundido y si se ha acabado
fade_->update(); fade_->update();
JA_SetMusicVolume(100 - fade_->getValue()); // JA_SetMusicVolume(100 - fade_->getValue());
if (fade_->hasEnded()) if (fade_->hasEnded())
{ {
if (post_fade_ == -1) if (post_fade_ == -1)
@@ -109,7 +109,10 @@ void Title::update()
// Reproduce la música // Reproduce la música
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED)) if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{ {
JA_PlayMusic(Resource::get()->getMusic("title.ogg")); if (!fade_->isEnabled())
{
JA_PlayMusic(Resource::get()->getMusic("title.ogg"));
}
} }
// Actualiza el logo con el título del juego // Actualiza el logo con el título del juego
@@ -255,6 +258,8 @@ void Title::checkInput()
if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP) if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
{ {
fade_->activate(); fade_->activate();
JA_FadeOutMusic(1500);
JA_PlaySound(Resource::get()->getSound("game_start.wav"));
post_fade_ = controller.player_id; post_fade_ = controller.player_id;
return; return;
} }