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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;

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 })
	}
}