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//! The `audio` crate stores all audio assets that need to be loaded during runtime
use raylib::audio::RaylibAudio;
use std::{
collections::BinaryHeap,
sync::atomic::Ordering,
time::{Duration, Instant},
};
use channel::Device;
use data::Data;
use crate::{
channel::Channels,
program::{Program, Track},
};
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,
queue: BinaryHeap<Program>,
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 queue = BinaryHeap::new();
let data = Data::load()?;
Ok(Self {
device,
last,
queue,
data,
})
}
pub fn schedule(&mut self, track: Track, priority: u32) {
let program = Program::new(track, priority);
self.queue.push(program);
}
pub fn clear(&mut self) {
self.queue.clear();
}
pub fn update(&mut self) {
if self.last.elapsed() >= TIME_SLICE {
let res_opt = self
.queue
.peek_mut()
.map(|mut program| (program.exec(), program.is_finished()));
let channels = match res_opt {
Some((res, finished)) => {
if finished {
self.queue.pop();
}
res
}
// make the output quiet!
None => Channels::new(),
};
self.device.channels.store(channels, Ordering::Relaxed);
self.last = Instant::now();
}
}
}
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