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//! The `audio` crate stores all audio assets that need to be loaded during runtime
use raylib::audio::RaylibAudio;
macro_rules! load_audio {
($handle:expr, $filepath:expr) => {
if cfg!(any(feature = "static", target_arch = "wasm32")) {
let bytes = include_bytes!(concat!("../../", $filepath));
let wave = $handle.new_wave_from_memory(".ogg", bytes)?;
$handle.new_sound_from_wave(&wave)?
} else {
$handle.new_sound($filepath)?
}
};
}
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 {
pub speak: Sound,
}
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()?));
// yes i know this is sans undertale, it was funny
// and i cannot think of anything better yet, haha
// - freya
let speak = load_audio!(handle, "assets/speak.ogg");
Ok(Self { speak })
}
}
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