Files
PixelDefense/game/sounds.h

73 lines
1.8 KiB
C

#ifndef PIXELDEFENSE_SOUNDS_H
#define PIXELDEFENSE_SOUNDS_H
#include <breeze.h>
#include <flecs.h>
#include <raylib.h>
typedef enum SoundType {
SOUND_HURT_1,
SOUND_HURT_2,
SOUND_HURT_3,
SOUNDS_ORE_PUNCH_1,
SOUNDS_ORE_PUNCH_2,
SOUNDS_ORE_PUNCH_3,
SOUNDS_ORE_PUNCH_4,
SOUNDS_ORE_PUNCH_5,
SOUNDS_WHEAT_PUNCH_1,
SOUNDS_WHEAT_PUNCH_2,
SOUNDS_WHEAT_PUNCH_3,
SOUNDS_WHEAT_PUNCH_4,
SOUNDS_WHEAT_PUNCH_5,
SOUNDS_WOOD_PUNCH_1,
SOUNDS_WOOD_PUNCH_2,
SOUNDS_WOOD_PUNCH_3,
SOUNDS_WOOD_PUNCH_4,
SOUNDS_WOOD_PUNCH_5,
SOUND_COUNT
} SoundType;
static SoundType getRandomSoundType(SoundType min, SoundType max) {
BZ_ASSERT(min <= max && min >= 0 && max < SOUND_COUNT);
return GetRandomValue(min, max);
}
typedef struct SoundState {
Rectangle cameraBounds;
Sound sounds[SOUND_COUNT];
// How long it needs to wait,
// before playing the same sound
f32 soundLastPlayed[SOUND_COUNT];
f32 soundInterval[SOUND_COUNT];
bool musicLoaded;
Music music;
f32 masterVolume;
f32 musicVolume;
f32 soundVolume;
} SoundState;
void soundsApplyVolume(SoundState *sounds, f32 master, f32 music, f32 sound);
void soundsLoad(SoundState *sounds, SoundType type, f32 interval, const char *path);
bool soundsPlay(SoundState *sounds, SoundType type);
bool soundsPosPlay(SoundState *sounds, Vector2 position, SoundType type);
void soundsUnloadAll(SoundState *sounds);
void soundsUpdate(SoundState *sounds, Rectangle cameraBounds);
void soundsLoadMusicStream(SoundState *sounds, const char *path);
void soundsPlayMusicStream(SoundState *sounds);
void soundsPauseMusicStream(SoundState *sounds);
void soundsResumeMusicStream(SoundState *sounds);
void soundsUnloadMusicStream(SoundState *sounds);
extern ECS_COMPONENT_DECLARE(SoundState); // defined in main.c
#endif //PIXELDEFENSE_SOUNDS_H