game is now independent of hexodsp/cpal

This commit is contained in:
Nixon 2022-08-28 15:28:08 +08:00 committed by tuxmain
commit 5b22e84952
17 changed files with 79 additions and 200 deletions

View file

@ -1,5 +1,6 @@
// https://github.com/WeirdConstructor/HexoDSP/blob/master/examples/cpal_demo_node_api.rs
// use bevy::{prelude::*, asset::HandleId};
use crate::game::AudioMsg;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
@ -163,4 +164,4 @@ fn start_backend<F: FnMut()>(node_exec: NodeExecutor, frontend_loop: F) {
cpal::SampleFormat::I16 => run::<i16, F>(&device, &config.into(), node_exec, frontend_loop),
cpal::SampleFormat::U16 => run::<u16, F>(&device, &config.into(), node_exec, frontend_loop),
};
}
}

49
src/audio_system.rs Normal file
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@ -0,0 +1,49 @@
use bevy::prelude::*;
pub struct AudioSystemPlugin;
impl Plugin for AudioSystemPlugin {
fn build(&self, app: &mut App) {
app
.init_resource::<AudioAssets>()
.add_startup_system(load_audio);
}
}
#[derive(Default)]
pub struct AudioAssets {
pub notes: [Handle<AudioSource>; 3],
pub reverb_notes: [Handle<AudioSource>; 3],
pub warp_notes: [Handle<AudioSource>; 3],
}
pub fn play_audio(
audio_set: &[Handle<AudioSource>; 3],
audio: &Res<Audio>,
color: Vec4,
volume: f32,
) {
for i in 0 .. 3 {
audio.play_with_settings(
audio_set[i].clone(),
PlaybackSettings::ONCE.with_volume(color[i] * volume)
);
}
}
fn load_audio(
mut audio_assets: ResMut<AudioAssets>,
asset_server: Res<AssetServer>,
) {
audio_assets.notes[0] = asset_server.load::<AudioSource, &str>("sound/notes/a5.ogg");
audio_assets.notes[1] = asset_server.load::<AudioSource, &str>("sound/notes/cs6.ogg");
audio_assets.notes[2] = asset_server.load::<AudioSource, &str>("sound/notes/e6.ogg");
audio_assets.reverb_notes[0] = asset_server.load::<AudioSource, &str>("sound/reverb_notes/a5.ogg");
audio_assets.reverb_notes[1] = asset_server.load::<AudioSource, &str>("sound/reverb_notes/cs6.ogg");
audio_assets.reverb_notes[2] = asset_server.load::<AudioSource, &str>("sound/reverb_notes/e6.ogg");
audio_assets.warp_notes[0] = asset_server.load::<AudioSource, &str>("sound/warp_notes/a5.ogg");
audio_assets.warp_notes[1] = asset_server.load::<AudioSource, &str>("sound/warp_notes/cs6.ogg");
audio_assets.warp_notes[2] = asset_server.load::<AudioSource, &str>("sound/warp_notes/e6.ogg");
}

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@ -3,7 +3,7 @@
pub use crate::filters::*;
use crate::AppState;
use crate::{AppState, audio_system};
use bevy::{
ecs::system::EntityCommands,
@ -15,13 +15,6 @@ use bevy_rapier2d::prelude::*;
use rapier2d::geometry::CollisionEventFlags;
use std::collections::BTreeSet;
pub enum AudioMsg {
Color([f32; 3]),
Fusion,
Jump,
Switch,
}
pub struct FirstLevel(pub LevelId);
#[derive(Clone, Copy, Eq, Hash, PartialEq)]
@ -156,7 +149,6 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
characters: I,
@ -166,7 +158,6 @@ pub fn spawn_characters<I: IntoIterator<Item = (Transform, Color)>>(
commands,
character_meshes,
materials,
audio,
character_list,
transform,
color,
@ -179,7 +170,6 @@ pub fn spawn_character(
commands: &mut Commands,
character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
mut transform: Transform,
color: Color,
@ -224,9 +214,6 @@ pub fn spawn_character(
if is_player {
entity_commands.insert(Player);
audio
.send(AudioMsg::Color([color.r(), color.g(), color.b()]))
.ok();
}
}
@ -305,8 +292,9 @@ fn char_char_collision_event_system(
mut character_list: ResMut<CharacterList>,
mut app_state: ResMut<State<AppState>>,
character_meshes: Res<CharacterMeshes>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut materials: ResMut<Assets<ColorMaterial>>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, _flags) = collision_event {
@ -333,7 +321,6 @@ fn char_char_collision_event_system(
&mut commands,
&character_meshes,
&mut materials,
&audio,
&mut character_list,
if c1_player.is_some() {
*c1_transform
@ -348,7 +335,7 @@ fn char_char_collision_event_system(
c1_player.is_some() || c2_player.is_some(),
);
audio.send(AudioMsg::Fusion).ok();
audio_system::play_audio(&audio_assets.warp_notes, &audio, new_color.into(), 1.0);
}
}
}
@ -405,7 +392,6 @@ fn collision_event_system(
)>,
pass_through_filter_query: Query<&PassThroughFilter>,
melty_query: Query<&Melty>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
) {
for collision_event in collision_events.iter() {
if let CollisionEvent::Started(e1, e2, flags) = collision_event {
@ -472,8 +458,9 @@ fn change_character_system(
keyboard_input: Res<Input<KeyCode>>,
characters: Query<(Entity, &CharacterColor, Option<&Player>)>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: Res<CharacterList>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
) {
if !keyboard_input.just_pressed(KeyCode::Tab) {
return;
@ -493,10 +480,7 @@ fn change_character_system(
{
commands.entity(*new_player_entity).insert(Player);
if let Ok((_entity, color, _player)) = characters.get(*new_player_entity) {
audio
.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
.ok();
audio.send(AudioMsg::Switch).ok();
audio_system::play_audio(&audio_assets.reverb_notes, &audio, color.0.into(), 1.0);
}
}
}
@ -504,22 +488,23 @@ fn change_character_system(
fn player_movement_system(
keyboard_input: Res<Input<KeyCode>>,
mut characters: Query<(&mut Velocity, &Children), With<Player>>,
mut characters: Query<(&mut Velocity, &Children, &CharacterColor), With<Player>>,
mut platform_count_query: Query<&mut PlatformCount>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
audio_assets: Res<audio_system::AudioAssets>,
audio: Res<Audio>,
) {
let right_pressed: bool =
keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
let left_pressed: bool =
keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
for (mut velocity, children) in characters.iter_mut() {
for (mut velocity, children, color) in characters.iter_mut() {
velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
let mut platform_count: Mut<PlatformCount> =
platform_count_query.get_mut(children[0]).unwrap();
if keyboard_input.just_pressed(KeyCode::Space) && platform_count.is_landed() {
audio.send(AudioMsg::Jump).ok();
audio_system::play_audio(&audio_assets.notes, &audio, color.0.into(), 0.5);
velocity.linvel.y = 700.;
platform_count.reset();
}

View file

@ -36,7 +36,6 @@ pub fn post_setup_level(
current_level: Res<CurrentLevel>,
mut level_startup_event: EventReader<LevelStartupEvent>,
asset_server: Res<AssetServer>,
audio: Res<crossbeam_channel::Sender<AudioMsg>>,
mut character_list: ResMut<CharacterList>,
stored_levels_assets: Res<Assets<StoredLevels>>,
stored_levels_handle: Res<Handle<StoredLevels>>,
@ -55,7 +54,6 @@ pub fn post_setup_level(
&mut meshes,
&mut materials,
&asset_server,
&audio,
&mut character_list,
stored_level,
);
@ -70,7 +68,6 @@ pub fn spawn_stored_level(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<ColorMaterial>>,
asset_server: &Res<AssetServer>,
audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
character_list: &mut ResMut<CharacterList>,
stored_level: &StoredLevel,
@ -91,7 +88,6 @@ pub fn spawn_stored_level(
commands,
character_meshes,
materials,
audio,
character_list,
stored_level.characters.iter().map(|character| {
(

View file

@ -1,14 +1,14 @@
#![allow(clippy::too_many_arguments)]
#[cfg(not(target_arch = "wasm32"))]
mod audio;
#[cfg(not(target_arch = "wasm32"))]
mod editor;
mod filters;
mod game;
mod levels;
mod menu;
mod particle_effect;
mod audio_system;
use bevy::{
asset::{Asset, HandleId, LoadState},
@ -39,12 +39,6 @@ impl LoadingAssets {
}
fn main() {
let (audio_event_sender, audio_event_receiver) =
crossbeam_channel::bounded::<game::AudioMsg>(512);
#[cfg(not(target_arch = "wasm32"))]
std::thread::spawn(move || audio::setup(audio_event_receiver));
#[cfg(not(target_arch = "wasm32"))]
let (first_level, use_editor) = {
let mut args = std::env::args().skip(1);
@ -77,6 +71,7 @@ fn main() {
.insert_resource(game::FirstLevel(first_level))
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_plugin(audio_system::AudioSystemPlugin)
//.add_plugin(RapierDebugRenderPlugin::default())
//.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_plugin(JsonAssetPlugin::<levels::StoredLevels>::new(&[