//! The `audio` crate stores all audio assets that need to be loaded during runtime use raylib::audio::RaylibAudio; use std::time::{Duration, Instant}; use channel::Device; use data::Data; mod channel; mod data; mod parse; mod program; /// The `Error` type used within this crate pub type Error = Box; /// The `Result` type used witin this crate pub type Result = std::result::Result; const AUDIO_FPS: u32 = 60; const TIME_SLICE: Duration = Duration::from_millis(1000 / AUDIO_FPS as u64); /// The `Audio` container initalizes the audio subsystem /// for raylib, leaks it (to gurentee audio is statically loaded), /// then loads all needed audio samples pub struct Audio { device: Device<'static>, last: Instant, pub data: Data, } impl Audio { pub fn load() -> crate::Result { // Phantom handle to the raylib audio subsystem // Raylib doesnt use a handle, but the rust bindings // have one to ensure memory safety. // // We must leak this handle after allocating it, // if we dont then all audio will be unloaded :( // // NOTE: would this cause issues if `Audio::load` was // called multiple times? let handle = Box::leak(Box::new(RaylibAudio::init_audio_device()?)); let device = Device::load(handle)?; let last = Instant::now(); let data = Data::load()?; Ok(Self { device, last, data }) } #[expect(clippy::unwrap_used)] pub fn update(&mut self) { if self.last.elapsed() >= TIME_SLICE { let mut channels = self.device.channels.lock().unwrap(); self.data.explore.exec(&mut channels); self.data.megalovania.exec(&mut channels); self.last = Instant::now(); } } }