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path: root/graphics/src/audio.rs
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//! The `audio` crate stores all audio assets that need to be loaded during runtime

use raylib::audio::RaylibAudio;

#[expect(dead_code)]
type Sound = raylib::audio::Sound<'static>;

/// The `Audio` container initalizes the audio subsystem
/// for raylib, leaks it (to gurentee audio is statically loaded),
/// then loads all needed audio samples
#[derive(Debug)]
pub struct Audio {}
impl Audio {
	pub(crate) 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()?));

		// TODO: load audio samples

		//let example = handle.new_sound("example.ogg")?;

		Ok(Self {})
	}
}