violat jail_audio amb JA_CrossfadeMusic i globals a structs
fix: fade_initial_volume
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@@ -38,10 +38,15 @@ Audio::~Audio() {
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// Método principal
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void Audio::update() {
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JA_Update();
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// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
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if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
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instance->music_.state = MusicState::STOPPED;
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}
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}
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// Reproduce la música
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void Audio::playMusic(const std::string& name, const int loop) {
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// Reproduce la música (con crossfade opcional)
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void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
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bool new_loop = (loop != 0);
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// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
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@@ -51,20 +56,19 @@ void Audio::playMusic(const std::string& name, const int loop) {
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// Intentar obtener recurso; si falla, no tocar estado
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auto* resource = Resource::Cache::get()->getMusic(name);
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if (resource == nullptr) {
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// manejo de error opcional
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return;
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if (resource == nullptr) return;
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if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
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// Crossfade: fade-out de la pista actual + fade-in de la nueva
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JA_CrossfadeMusic(resource, crossfade_ms, loop);
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} else {
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// Cambio inmediato
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if (music_.state == MusicState::PLAYING) {
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JA_StopMusic();
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}
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JA_PlayMusic(resource, loop);
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}
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// Si hay algo reproduciéndose, detenerlo primero (si el backend lo requiere)
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if (music_.state == MusicState::PLAYING) {
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JA_StopMusic(); // sustituir por la función de stop real del API si tiene otro nombre
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}
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// Llamada al motor para reproducir la nueva pista
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JA_PlayMusic(resource, loop);
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// Actualizar estado y metadatos después de iniciar con éxito
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music_.name = name;
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music_.loop = new_loop;
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music_.state = MusicState::PLAYING;
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@@ -21,9 +21,10 @@ class Audio {
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};
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// --- Constantes ---
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static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo
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static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo
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static constexpr int FREQUENCY = 48000; // Frecuencia de audio
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static constexpr float MAX_VOLUME = 1.0F; // Volumen máximo
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static constexpr float MIN_VOLUME = 0.0F; // Volumen mínimo
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static constexpr int FREQUENCY = 48000; // Frecuencia de audio
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static constexpr int DEFAULT_CROSSFADE_MS = 1500; // Duración del crossfade por defecto (ms)
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// --- Singleton ---
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static void init(); // Inicializa el objeto Audio
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@@ -35,11 +36,11 @@ class Audio {
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static void update(); // Actualización del sistema de audio
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// --- Control de música ---
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void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
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void pauseMusic(); // Pausar reproducción de música
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void resumeMusic(); // Continua la música pausada
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void stopMusic(); // Detener completamente la música
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void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
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void playMusic(const std::string& name, int loop = -1, int crossfade_ms = 0); // Reproducir música (con crossfade opcional)
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void pauseMusic(); // Pausar reproducción de música
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void resumeMusic(); // Continua la música pausada
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void stopMusic(); // Detener completamente la música
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void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
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// --- Control de sonidos ---
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void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual por nombre
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@@ -66,33 +66,61 @@ inline bool JA_musicEnabled{true};
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inline bool JA_soundEnabled{true};
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inline SDL_AudioDeviceID sdlAudioDevice{0};
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inline bool fading{false};
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inline int fade_start_time{0};
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inline int fade_duration{0};
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inline float fade_initial_volume{0.0f}; // Corregido de 'int' a 'float'
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// --- Crossfade / Fade State ---
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struct JA_FadeState {
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bool active{false};
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Uint64 start_time{0};
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int duration_ms{0};
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float initial_volume{0.0f};
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};
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struct JA_OutgoingMusic {
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SDL_AudioStream* stream{nullptr};
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JA_FadeState fade;
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};
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inline JA_OutgoingMusic outgoing_music;
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inline JA_FadeState incoming_fade;
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// --- Forward Declarations ---
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inline void JA_StopMusic();
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inline void JA_StopChannel(const int channel);
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inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
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inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
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// --- Core Functions ---
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inline void JA_Update() {
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// --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
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if (outgoing_music.stream && outgoing_music.fade.active) {
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Uint64 now = SDL_GetTicks();
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Uint64 elapsed = now - outgoing_music.fade.start_time;
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if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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outgoing_music.fade.active = false;
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} else {
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float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
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SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
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}
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}
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// --- Current music ---
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if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
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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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JA_StopMusic();
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return;
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// Fade-in (parte de un crossfade)
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if (incoming_fade.active) {
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Uint64 now = SDL_GetTicks();
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Uint64 elapsed = now - incoming_fade.start_time;
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if (elapsed >= (Uint64)incoming_fade.duration_ms) {
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incoming_fade.active = false;
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SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
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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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SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * (1.0 - percent));
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float percent = (float)elapsed / (float)incoming_fade.duration_ms;
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SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
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}
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}
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// Buffering de musica en loop
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if (current_music->times != 0) {
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if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2)) {
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SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
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@@ -103,6 +131,7 @@ inline void JA_Update() {
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}
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}
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// --- Sound channels ---
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if (JA_soundEnabled) {
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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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@@ -132,7 +161,11 @@ inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_
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}
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inline void JA_Quit() {
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if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
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if (outgoing_music.stream) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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}
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if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
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sdlAudioDevice = 0;
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}
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@@ -233,6 +266,14 @@ inline void JA_ResumeMusic() {
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}
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inline void JA_StopMusic() {
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// Limpiar outgoing crossfade si existe
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if (outgoing_music.stream) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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outgoing_music.fade.active = false;
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}
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incoming_fade.active = false;
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if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
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current_music->pos = 0;
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@@ -241,17 +282,65 @@ inline void JA_StopMusic() {
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SDL_DestroyAudioStream(current_music->stream);
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current_music->stream = nullptr;
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}
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// No liberamos filename aquí, se debería liberar en JA_DeleteMusic
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}
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inline void JA_FadeOutMusic(const int milliseconds) {
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if (!JA_musicEnabled) return;
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if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
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if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
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fading = true;
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fade_start_time = SDL_GetTicks();
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fade_duration = milliseconds;
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fade_initial_volume = JA_musicVolume;
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// Destruir outgoing anterior si existe
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if (outgoing_music.stream) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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}
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// Robar el stream del current_music al outgoing
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outgoing_music.stream = current_music->stream;
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outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
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// Dejar current_music sin stream (ya lo tiene outgoing)
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current_music->stream = nullptr;
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current_music->pos = 0;
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current_music->state = JA_MUSIC_STOPPED;
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incoming_fade.active = false;
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}
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inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
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if (!JA_musicEnabled || !music) return;
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// Destruir outgoing anterior si existe (crossfade durante crossfade)
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if (outgoing_music.stream) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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outgoing_music.fade.active = false;
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}
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// Robar el stream de la musica actual al outgoing para el fade-out
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if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
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outgoing_music.stream = current_music->stream;
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outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
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current_music->stream = nullptr;
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current_music->state = JA_MUSIC_STOPPED;
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}
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// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
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current_music = music;
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current_music->pos = 0;
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current_music->state = JA_MUSIC_PLAYING;
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current_music->times = loop;
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current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec);
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if (!current_music->stream) {
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SDL_Log("Failed to create audio stream for crossfade!");
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current_music->state = JA_MUSIC_STOPPED;
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return;
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}
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SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
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SDL_SetAudioStreamGain(current_music->stream, 0.0f);
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SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
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// Configurar fade-in
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incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
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}
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inline JA_Music_state JA_GetMusicState() {
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