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:
@@ -14,7 +14,7 @@ fade.num_squares_height 128
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fade.random_squares_delay 1
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fade.random_squares_mult 500
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fade.post_duration 80
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fade.venetian_size 16
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fade.venetian_size 12
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## SCOREBOARD
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scoreboard.x 0
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BIN
data/sound/game_start.wav
Normal file
BIN
data/sound/game_start.wav
Normal file
Binary file not shown.
@@ -388,6 +388,7 @@ void Director::setFileList()
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Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
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// Sonidos
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Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND);
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@@ -123,7 +123,6 @@ void Fade::update()
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// Dibuja sobre el backbuffer_
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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@@ -135,8 +134,6 @@ void Fade::update()
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SDL_RenderFillRect(renderer_, &square_[index2]);
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}
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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}
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@@ -160,9 +157,11 @@ void Fade::update()
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// Dibuja sobre el backbuffer_
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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for (auto rect : square_)
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// Dibuja el cuadrado correspondiente
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for (const auto rect : square_)
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{
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SDL_RenderFillRect(renderer_, &rect);
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}
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@@ -170,11 +169,12 @@ void Fade::update()
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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const auto h = counter_ / 3;
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for (int i = 0; i < (int)square_.size(); ++i)
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// Modifica el tamaño de los rectangulos
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const auto h = counter_ / 2;
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for (size_t i = 0; i < square_.size(); ++i)
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{
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// A partir del segundo rectangulo se pinta en función del anterior
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square_[i].h = i == 0 ? h : std::max(square_[i - 1].h - 3, 0);
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square_.at(i).h = i == 0 ? h : std::max(square_.at(i - 1).h - 2, 0);
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}
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}
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else
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@@ -255,12 +255,8 @@ void Fade::activate()
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}
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// Limpia la textura
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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a_ = mode_ == FadeMode::OUT ? 0 : 255;
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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SDL_RenderClear(renderer_);
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SDL_SetRenderTarget(renderer_, temp);
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cleanBackbuffer(r_, g_, b_, a_);
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// Deja el color listo para usar
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a_ = mode_ == FadeMode::OUT ? 255 : 0;
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@@ -270,12 +266,16 @@ void Fade::activate()
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case FadeType::VENETIAN:
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{
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cleanBackbuffer(0, 0, 0, 0);
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rect1_ = {0, 0, param.game.width, 0};
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square_.clear();
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a_ = 255;
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// Limpia la textura
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a_ = mode_ == FadeMode::OUT ? 0 : 255;
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cleanBackbuffer(r_, g_, b_, a_);
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// Deja el color listo para usar
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a_ = mode_ == FadeMode::OUT ? 255 : 0;
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// Añade los cuadrados al vector
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square_.clear();
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rect1_ = {0, 0, param.game.width, 0};
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const int max = param.game.height / param.fade.venetian_size;
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for (int i = 0; i < max; ++i)
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@@ -289,31 +289,6 @@ void Fade::activate()
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}
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}
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// Comprueba si está activo
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bool Fade::isEnabled() const
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{
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return enabled_;
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}
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// Comprueba si ha terminado la transicion
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bool Fade::hasEnded() const
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{
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// Ha terminado cuando ha finalizado la transición y se ha deshabilitado
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return !enabled_ && finished_;
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}
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// Establece el tipo de fade
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void Fade::setType(FadeType type)
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{
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type_ = type;
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}
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// Establece el modo de fade
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void Fade::setMode(FadeMode mode)
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{
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mode_ = mode;
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}
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// Establece el color del fade
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void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
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{
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@@ -322,12 +297,6 @@ void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
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b_ = b;
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}
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// Establece la duración posterior
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void Fade::setPost(int value)
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{
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post_duration_ = value;
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}
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// Limpia el backbuffer
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void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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@@ -347,6 +316,8 @@ void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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int Fade::calculateValue(int min, int max, int current)
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{
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if (max == 0)
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{
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return 0;
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}
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return std::clamp(current * 100 / max, 0, 100);
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}
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@@ -75,24 +75,16 @@ public:
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// Activa el fade
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void activate();
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// Comprueba si ha terminado la transicion
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bool hasEnded() const;
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// Comprueba si está activo
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bool isEnabled() const;
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// Establece el tipo de fade
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void setType(FadeType type);
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// Establece el modo de fade
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void setMode(FadeMode mode);
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// Establece el color del fade
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void setColor(Uint8 r, Uint8 g, Uint8 b);
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// Establece la duración posterior
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void setPost(int value);
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// Getters
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int getValue() const { return value_; }
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bool isEnabled() const { return enabled_; }
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bool hasEnded() const { return !enabled_ && finished_; }
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// Setters
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void setType(FadeType type) { type_ = type; }
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void setMode(FadeMode mode) { mode_ = mode; }
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void setPost(int value) { post_duration_ = value; }
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};
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@@ -65,8 +65,8 @@ Game::Game(int player_id, int current_stage, bool demo)
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scoreboard_ = Scoreboard::get();
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fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
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fade_in_->setPost(param.fade.post_duration);
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fade_in_->setType(FadeType::RANDOM_SQUARE);
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fade_in_->setPost(0);
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fade_in_->setType(FadeType::VENETIAN);
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fade_in_->setMode(FadeMode::IN);
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fade_in_->activate();
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@@ -94,14 +94,6 @@ Game::Game(int player_id, int current_stage, bool demo)
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Stage::total_power += Stage::get(i).power_to_complete;
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}
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#endif
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// Crea los primeros globos y el mensaje de inicio
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if (!demo_.enabled)
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{
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balloon_manager_->createTwoBigBalloons();
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evaluateAndSetMenace();
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
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}
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}
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Game::~Game()
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@@ -282,6 +274,26 @@ void Game::updateStage()
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}
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}
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// Actualiza el estado de fade in
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void Game::updateFadeInState()
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{
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if (state_ == GameState::FADE_IN)
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{
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if (fade_in_->hasEnded())
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{
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state_ = GameState::PLAYING;
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// Crea los primeros globos y el mensaje de inicio
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if (!demo_.enabled)
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{
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balloon_manager_->createTwoBigBalloons();
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evaluateAndSetMenace();
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
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}
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}
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}
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}
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// Actualiza el estado de fin de la partida
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void Game::updateGameOverState()
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{
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@@ -969,7 +981,7 @@ void Game::disableTimeStopItem()
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void Game::checkMusicStatus()
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{
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// Si se ha completado el juego o los jugadores han terminado, detiene la música
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state_ == GameState::COMPLETED || allPlayersAreGameOver() ? stopMusic() : playMusic();
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state_ == GameState::FADE_IN || state_ == GameState::COMPLETED || allPlayersAreGameOver() ? stopMusic() : playMusic();
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}
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// Bucle para el juego
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@@ -1781,6 +1793,7 @@ void Game::updateGame()
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moveBullets();
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updateItems();
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updateStage();
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updateFadeInState();
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updateGameOverState();
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updateCompletedState();
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updateSmartSprites();
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@@ -1808,21 +1821,24 @@ void Game::cleanVectors()
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// Gestiona el nivel de amenaza
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void Game::updateMenace()
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{
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const auto stage = Stage::get(Stage::number);
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const float percent = Stage::power / stage.power_to_complete;
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const int difference = stage.max_menace - stage.min_menace;
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// Aumenta el nivel de amenaza en función de la puntuación
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menace_threshold_ = stage.min_menace + (difference * percent);
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// Si el nivel de amenza es inferior al umbral
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if (menace_current_ < menace_threshold_)
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if (state_ == GameState::PLAYING)
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{
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// Crea una formación de enemigos
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balloon_manager_->deployBalloonFormation(Stage::number);
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const auto stage = Stage::get(Stage::number);
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const float percent = Stage::power / stage.power_to_complete;
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const int difference = stage.max_menace - stage.min_menace;
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// Recalcula el nivel de amenaza con el nuevo globo
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evaluateAndSetMenace();
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// Aumenta el nivel de amenaza en función de la puntuación
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menace_threshold_ = stage.min_menace + (difference * percent);
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// Si el nivel de amenza es inferior al umbral
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if (menace_current_ < menace_threshold_)
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{
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// Crea una formación de enemigos
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balloon_manager_->deployBalloonFormation(Stage::number);
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// Recalcula el nivel de amenaza con el nuevo globo
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evaluateAndSetMenace();
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}
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}
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}
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@@ -65,6 +65,7 @@ private:
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// Enum
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enum class GameState
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{
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FADE_IN,
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PLAYING,
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COMPLETED,
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GAME_OVER,
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@@ -165,7 +166,7 @@ private:
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int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases
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int menace_current_ = 0; // Nivel de amenaza actual
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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
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GameState state_ = GameState::PLAYING; // Estado
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GameState state_ = GameState::FADE_IN; // Estado
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#ifdef DEBUG
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bool auto_pop_balloons_ = false; // Si es true, incrementa automaticamente los globos explotados
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#endif
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@@ -194,6 +195,9 @@ private:
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// Comprueba si hay cambio de fase y actualiza las variables
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void updateStage();
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// Actualiza el estado de fade in
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void updateFadeInState();
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// Actualiza el estado de fin de la partida
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void updateGameOverState();
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@@ -1,91 +1,91 @@
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#ifndef JA_USESDLMIXER
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#include "jail_audio.h"
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#include <stdint.h> // para uint8_t
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#include <stdio.h> // para NULL, fseek, fclose, fopen, fread, ftell, FILE
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#include <stdlib.h> // para free, malloc
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#include "stb_vorbis.c" // para stb_vorbis_decode_memory
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#include "stb_vorbis.c"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#define JA_MAX_SIMULTANEOUS_CHANNELS 5
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struct JA_Sound_t
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{
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Uint32 length{0};
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Uint8 *buffer{NULL};
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struct JA_Sound_t {
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Uint32 length {0};
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Uint8* buffer {NULL};
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};
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struct JA_Channel_t
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{
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JA_Sound_t *sound;
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int pos{0};
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int times{0};
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JA_Channel_state state{JA_CHANNEL_FREE};
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struct JA_Channel_t {
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JA_Sound_t *sound;
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int pos {0};
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int times {0};
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JA_Channel_state state { JA_CHANNEL_FREE };
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};
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struct JA_Music_t
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{
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int samples{0};
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int pos{0};
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int times{0};
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short *output{NULL};
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JA_Music_state state{JA_MUSIC_INVALID};
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struct JA_Music_t {
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int samples {0};
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int pos {0};
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int times {0};
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short* output {NULL};
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JA_Music_state state {JA_MUSIC_INVALID};
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};
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JA_Music_t *current_music{NULL};
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JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
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JA_Music_t *current_music{NULL};
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JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
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int JA_freq{48000};
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SDL_AudioFormat JA_format{AUDIO_S16};
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Uint8 JA_channels{2};
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int JA_musicVolume = 128;
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int JA_soundVolume = 64;
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bool JA_musicEnabled = true;
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bool JA_soundEnabled = true;
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int JA_freq {48000};
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SDL_AudioFormat JA_format {AUDIO_S16};
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Uint8 JA_channels {2};
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int JA_musicVolume = 128;
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int JA_soundVolume = 64;
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bool JA_musicEnabled = true;
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bool JA_soundEnabled = true;
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SDL_AudioDeviceID sdlAudioDevice = 0;
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void audioCallback(void *userdata, uint8_t *stream, int len)
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{
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bool fading = false;
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int fade_start_time;
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int fade_duration;
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int fade_initial_volume;
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void audioCallback(void * userdata, uint8_t * stream, int len) {
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SDL_memset(stream, 0, len);
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if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING)
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{
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const int size = SDL_min(len, current_music->samples * 2 - current_music->pos);
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SDL_MixAudioFormat(stream, (Uint8 *)(current_music->output + current_music->pos), AUDIO_S16, size, JA_musicVolume);
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current_music->pos += size / 2;
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if (size < len)
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{
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if (current_music->times != 0)
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{
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SDL_MixAudioFormat(stream + size, (Uint8 *)current_music->output, AUDIO_S16, len - size, JA_musicVolume);
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current_music->pos = (len - size) / 2;
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if (current_music->times > 0)
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current_music->times--;
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if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
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int volume = JA_musicVolume;
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if (fading) {
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int time = SDL_GetTicks();
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if (time > (fade_start_time+fade_duration)) {
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fading = false;
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current_music->pos = 0;
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current_music->state = JA_MUSIC_STOPPED;
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volume = 0;
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} else {
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const int time_passed = time - fade_start_time;
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const float percent = (float)time_passed / (float)fade_duration;
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volume = JA_musicVolume * (1.0 - percent);
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}
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else
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{
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}
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const int size = SDL_min(len, (current_music->samples-current_music->pos)*2);
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SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, volume);
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current_music->pos += size/2;
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if (size < len) {
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if (current_music->times != 0) {
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SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, volume);
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current_music->pos = (len-size)/2;
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if (current_music->times > 0) current_music->times--;
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} else {
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current_music->pos = 0;
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current_music->state = JA_MUSIC_STOPPED;
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}
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}
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}
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// Mixar els channels mi amol
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for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
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{
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if (channels[i].state == JA_CHANNEL_PLAYING)
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{
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for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
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if (channels[i].state == JA_CHANNEL_PLAYING) {
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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);
|
||||
channels[i].pos += size;
|
||||
if (size < len)
|
||||
{
|
||||
if (channels[i].times != 0)
|
||||
{
|
||||
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len - size, JA_soundVolume);
|
||||
channels[i].pos = len - size;
|
||||
if (channels[i].times > 0)
|
||||
channels[i].times--;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (size < len) {
|
||||
if (channels[i].times != 0) {
|
||||
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_soundVolume);
|
||||
channels[i].pos = len-size;
|
||||
if (channels[i].times > 0) channels[i].times--;
|
||||
} else {
|
||||
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)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
|
||||
#endif
|
||||
|
||||
SDL_Log("Iniciant JailAudio...");
|
||||
JA_freq = freq;
|
||||
JA_format = format;
|
||||
JA_channels = channels;
|
||||
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL};
|
||||
if (sdlAudioDevice != 0)
|
||||
SDL_CloseAudioDevice(sdlAudioDevice);
|
||||
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
|
||||
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);
|
||||
}
|
||||
|
||||
void JA_Quit()
|
||||
{
|
||||
void JA_Quit() {
|
||||
SDL_PauseAudioDevice(sdlAudioDevice, 1);
|
||||
if (sdlAudioDevice != 0)
|
||||
SDL_CloseAudioDevice(sdlAudioDevice);
|
||||
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
|
||||
sdlAudioDevice = 0;
|
||||
}
|
||||
|
||||
JA_Music_t *JA_LoadMusic(const char *filename)
|
||||
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
|
||||
{
|
||||
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();
|
||||
|
||||
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
|
||||
free(buffer);
|
||||
music->samples = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &music->output);
|
||||
// [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_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.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_ConvertAudio(&cvt);
|
||||
free(music->output);
|
||||
music->output = (short *)cvt.buf;
|
||||
music->output = (short*)cvt.buf;
|
||||
}
|
||||
music->pos = 0;
|
||||
music->state = JA_MUSIC_STOPPED;
|
||||
@@ -151,13 +148,29 @@ JA_Music_t *JA_LoadMusic(const char *filename)
|
||||
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)
|
||||
{
|
||||
if (!JA_musicEnabled || !music)
|
||||
return;
|
||||
if (!JA_musicEnabled) return;
|
||||
|
||||
if (current_music != NULL)
|
||||
{
|
||||
if (current_music != NULL) {
|
||||
current_music->pos = 0;
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
}
|
||||
@@ -169,78 +182,108 @@ void JA_PlayMusic(JA_Music_t *music, const int loop)
|
||||
|
||||
void JA_PauseMusic()
|
||||
{
|
||||
if (!JA_musicEnabled)
|
||||
return;
|
||||
if (!JA_musicEnabled) return;
|
||||
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
|
||||
return;
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
|
||||
current_music->state = JA_MUSIC_PAUSED;
|
||||
}
|
||||
|
||||
void JA_ResumeMusic()
|
||||
{
|
||||
if (!JA_musicEnabled)
|
||||
return;
|
||||
if (!JA_musicEnabled) return;
|
||||
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
|
||||
return;
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
|
||||
current_music->state = JA_MUSIC_PLAYING;
|
||||
}
|
||||
|
||||
void JA_StopMusic()
|
||||
{
|
||||
if (!JA_musicEnabled)
|
||||
return;
|
||||
if (!JA_musicEnabled) return;
|
||||
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
|
||||
return;
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
|
||||
current_music->pos = 0;
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
}
|
||||
|
||||
JA_Music_state JA_GetMusicState()
|
||||
void JA_FadeOutMusic(const int milliseconds)
|
||||
{
|
||||
if (!JA_musicEnabled)
|
||||
return JA_MUSIC_DISABLED;
|
||||
if (!JA_musicEnabled) return;
|
||||
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
|
||||
|
||||
if (current_music == NULL)
|
||||
return JA_MUSIC_INVALID;
|
||||
fading = true;
|
||||
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;
|
||||
}
|
||||
|
||||
void JA_DeleteMusic(JA_Music_t *music)
|
||||
{
|
||||
if (current_music == music)
|
||||
current_music = NULL;
|
||||
void JA_DeleteMusic(JA_Music_t *music) {
|
||||
if (current_music == music) current_music = NULL;
|
||||
free(music->output);
|
||||
delete music;
|
||||
}
|
||||
|
||||
int JA_SetMusicVolume(int volume)
|
||||
{
|
||||
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0
|
||||
: volume;
|
||||
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
|
||||
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)
|
||||
{
|
||||
if (!value && current_music != NULL && current_music->state == JA_MUSIC_PLAYING)
|
||||
JA_StopMusic();
|
||||
if (!value && current_music != NULL && current_music->state==JA_MUSIC_PLAYING) JA_StopMusic();
|
||||
|
||||
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();
|
||||
sound->buffer = buffer;
|
||||
sound->length = length;
|
||||
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();
|
||||
SDL_AudioSpec wavSpec;
|
||||
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
|
||||
@@ -248,7 +291,7 @@ JA_Sound_t *JA_LoadSound(const char *filename)
|
||||
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);
|
||||
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);
|
||||
@@ -260,16 +303,11 @@ JA_Sound_t *JA_LoadSound(const char *filename)
|
||||
|
||||
int JA_PlaySound(JA_Sound_t *sound, const int loop)
|
||||
{
|
||||
if (!JA_soundEnabled || !sound)
|
||||
return 0;
|
||||
if (!JA_soundEnabled) return -1;
|
||||
|
||||
int channel = 0;
|
||||
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE)
|
||||
{
|
||||
channel++;
|
||||
}
|
||||
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS)
|
||||
channel = 0;
|
||||
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
|
||||
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
|
||||
|
||||
channels[channel].sound = sound;
|
||||
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)
|
||||
{
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
{
|
||||
if (channels[i].sound == sound)
|
||||
JA_StopChannel(i);
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].sound == sound) JA_StopChannel(i);
|
||||
}
|
||||
SDL_free(sound->buffer);
|
||||
delete sound;
|
||||
@@ -291,60 +327,41 @@ void JA_DeleteSound(JA_Sound_t *sound)
|
||||
|
||||
void JA_PauseChannel(const int channel)
|
||||
{
|
||||
if (!JA_soundEnabled)
|
||||
return;
|
||||
if (!JA_soundEnabled) return;
|
||||
|
||||
if (channel == -1)
|
||||
{
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
{
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING)
|
||||
channels[i].state = JA_CHANNEL_PAUSED;
|
||||
if (channel == -1) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) channels[i].state = JA_CHANNEL_PAUSED;
|
||||
}
|
||||
}
|
||||
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
|
||||
{
|
||||
if (channels[channel].state == JA_CHANNEL_PLAYING)
|
||||
channels[channel].state = JA_CHANNEL_PAUSED;
|
||||
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state == JA_CHANNEL_PLAYING) channels[channel].state = JA_CHANNEL_PAUSED;
|
||||
}
|
||||
}
|
||||
|
||||
void JA_ResumeChannel(const int channel)
|
||||
{
|
||||
if (!JA_soundEnabled)
|
||||
return;
|
||||
if (!JA_soundEnabled) return;
|
||||
|
||||
if (channel == -1)
|
||||
{
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
{
|
||||
if (channels[i].state == JA_CHANNEL_PAUSED)
|
||||
channels[i].state = JA_CHANNEL_PLAYING;
|
||||
if (channel == -1) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].state == JA_CHANNEL_PAUSED) channels[i].state = JA_CHANNEL_PLAYING;
|
||||
}
|
||||
}
|
||||
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
|
||||
{
|
||||
if (channels[channel].state == JA_CHANNEL_PAUSED)
|
||||
channels[channel].state = JA_CHANNEL_PLAYING;
|
||||
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
||||
if (channels[channel].state == JA_CHANNEL_PAUSED) channels[channel].state = JA_CHANNEL_PLAYING;
|
||||
}
|
||||
}
|
||||
|
||||
void JA_StopChannel(const int channel)
|
||||
{
|
||||
if (!JA_soundEnabled)
|
||||
return;
|
||||
if (!JA_soundEnabled) return;
|
||||
|
||||
if (channel == -1)
|
||||
{
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
{
|
||||
if (channel == -1) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
channels[i].state = JA_CHANNEL_FREE;
|
||||
channels[i].pos = 0;
|
||||
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].pos = 0;
|
||||
channels[channel].sound = NULL;
|
||||
@@ -353,18 +370,15 @@ void JA_StopChannel(const int channel)
|
||||
|
||||
JA_Channel_state JA_GetChannelState(const int channel)
|
||||
{
|
||||
if (!JA_soundEnabled)
|
||||
return JA_SOUND_DISABLED;
|
||||
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
|
||||
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS)
|
||||
return JA_CHANNEL_INVALID;
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
|
||||
return channels[channel].state;
|
||||
}
|
||||
|
||||
int JA_SetSoundVolume(int volume)
|
||||
{
|
||||
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0
|
||||
: volume;
|
||||
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
|
||||
return JA_soundVolume;
|
||||
}
|
||||
|
||||
@@ -372,17 +386,15 @@ void JA_EnableSound(const bool value)
|
||||
{
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
||||
{
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING)
|
||||
JA_StopChannel(i);
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
|
||||
}
|
||||
JA_soundEnabled = value;
|
||||
}
|
||||
|
||||
int JA_SetVolume(int volume)
|
||||
{
|
||||
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0
|
||||
: volume;
|
||||
JA_soundVolume = JA_musicVolume / 2;
|
||||
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
|
||||
JA_soundVolume = JA_musicVolume/2;
|
||||
return JA_musicVolume;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,42 +1,32 @@
|
||||
#pragma once
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include <SDL2/SDL_audio.h> // para SDL_AudioFormat
|
||||
#include <SDL2/SDL_stdinc.h> // para Uint32, Uint8
|
||||
struct JA_Music_t; // lines 5-5
|
||||
struct JA_Sound_t; // lines 6-6
|
||||
enum JA_Channel_state { 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 };
|
||||
|
||||
enum JA_Channel_state
|
||||
{
|
||||
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
|
||||
};
|
||||
struct JA_Sound_t;
|
||||
struct JA_Music_t;
|
||||
|
||||
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
|
||||
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_PauseMusic();
|
||||
void JA_ResumeMusic();
|
||||
void JA_StopMusic();
|
||||
void JA_FadeOutMusic(const int milliseconds);
|
||||
JA_Music_state JA_GetMusicState();
|
||||
void JA_DeleteMusic(JA_Music_t *music);
|
||||
int JA_SetMusicVolume(int volume);
|
||||
void JA_SetMusicPosition(float value);
|
||||
float JA_GetMusicPosition();
|
||||
void JA_EnableMusic(const bool value);
|
||||
|
||||
JA_Sound_t *JA_NewSound(Uint8 *buffer, Uint32 length);
|
||||
JA_Sound_t *JA_LoadSound(const char *filename);
|
||||
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
|
||||
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);
|
||||
void JA_PauseChannel(const int channel);
|
||||
void JA_ResumeChannel(const int channel);
|
||||
|
||||
@@ -71,11 +71,11 @@ void Title::update()
|
||||
Screen::get()->update();
|
||||
|
||||
// Actualiza las variables de globalInputs
|
||||
globalInputs::update();
|
||||
globalInputs::update();
|
||||
|
||||
// Comprueba el fundido y si se ha acabado
|
||||
fade_->update();
|
||||
JA_SetMusicVolume(100 - fade_->getValue());
|
||||
// JA_SetMusicVolume(100 - fade_->getValue());
|
||||
if (fade_->hasEnded())
|
||||
{
|
||||
if (post_fade_ == -1)
|
||||
@@ -109,7 +109,10 @@ void Title::update()
|
||||
// Reproduce la música
|
||||
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
|
||||
@@ -255,6 +258,8 @@ void Title::checkInput()
|
||||
if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
|
||||
{
|
||||
fade_->activate();
|
||||
JA_FadeOutMusic(1500);
|
||||
JA_PlaySound(Resource::get()->getSound("game_start.wav"));
|
||||
post_fade_ = controller.player_id;
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user