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path: root/audio/src/lib.rs
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//! 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<dyn std::error::Error>;

/// The `Result` type used witin this crate
pub type Result<T> = std::result::Result<T, crate::Error>;

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<Self> {
		// 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();
		}
	}
}