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//! The `audio` crate stores all audio assets that need to be loaded during runtime
use std::time::{Duration, Instant};
use channel::{Channel, NoiseChannel, PulseChannel, TriangleChannel};
use raylib::audio::RaylibAudio;
use crate::audio::data::Data;
mod channel;
mod data;
mod parse;
mod program;
const AUDIO_FPS: u32 = 60;
pub const TIME_SLICE: Duration = Duration::from_millis(1000 / AUDIO_FPS as u64);
/// Holds each audio channel
pub struct Channels {
pub pulse_a: PulseChannel,
pub pulse_b: PulseChannel,
pub triangle: TriangleChannel,
pub noise: NoiseChannel,
}
impl Channels {
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()?));
let pulse_a = PulseChannel::load(handle)?;
pulse_a.set_volume(0.0);
pulse_a.play();
let pulse_b = PulseChannel::load(handle)?;
pulse_b.set_volume(0.0);
pulse_b.play();
let triangle = TriangleChannel::load(handle)?;
triangle.set_volume(0.0);
triangle.play();
let noise = NoiseChannel::load(handle)?;
noise.set_volume(0.0);
noise.play();
Ok(Self {
pulse_a,
pulse_b,
triangle,
noise,
})
}
}
/// 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 {
channels: Channels,
last: Instant,
pub data: Data,
}
impl Audio {
pub(crate) fn load() -> crate::Result<Self> {
let channels = Channels::load()?;
let last = Instant::now();
let data = Data::load()?;
Ok(Self {
channels,
last,
data,
})
}
pub fn update(&mut self) {
if self.last.elapsed() >= TIME_SLICE {
self.data.test.exec(&mut self.channels);
self.last = Instant::now();
}
self.channels.pulse_a.update();
self.channels.pulse_b.update();
self.channels.triangle.update();
self.channels.noise.update();
}
}
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