2020-03-21 23:45:51 +00:00
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package assetstore
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import (
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"log"
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"os"
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2020-11-21 19:27:09 +00:00
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"github.com/hajimehoshi/ebiten/v2/audio"
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"github.com/hajimehoshi/ebiten/v2/audio/vorbis"
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2020-03-21 23:45:51 +00:00
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)
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type Sound struct {
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Name string
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filename string
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}
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func (a *AssetStore) Sound(name string) (*Sound, error) {
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name = canonical(name)
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if sound, ok := a.sounds[name]; ok {
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return sound, nil
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}
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// TODO: Data/Sounds.dat + Sounds/wh40k.ds seem to operate together to allow
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// attributes and a .wav file to be attached to event names, which could be
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// what we use here instead. For now, we're just using the .wav files!
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log.Printf("Loading sound %v", name)
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// FIXME: a preprocessing script is used to create these files from the
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// original ADPCM .wav files. Instead, use the original .wav files.
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filename, err := a.lookup(name, "wav.ogg", "Wav")
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if err != nil {
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return nil, err
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}
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sound := &Sound{
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Name: name,
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filename: filename,
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}
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a.sounds[name] = sound
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return sound, nil
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}
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func (s *Sound) Player() (*audio.Player, error) {
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decoder, err := s.decoder()
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if err != nil {
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return nil, err
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}
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return audio.NewPlayer(audio.CurrentContext(), decoder)
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}
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func (s *Sound) InfinitePlayer() (*audio.Player, error) {
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decoder, err := s.decoder()
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if err != nil {
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return nil, err
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}
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2020-11-21 19:27:09 +00:00
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infinite := audio.NewInfiniteLoop(decoder, decoder.Length())
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2020-03-21 23:45:51 +00:00
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return audio.NewPlayer(audio.CurrentContext(), infinite)
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}
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func (s *Sound) decoder() (*vorbis.Stream, error) {
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f, err := os.Open(s.filename)
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if err != nil {
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return nil, err
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}
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decoder, err := vorbis.Decode(audio.CurrentContext(), f)
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if err != nil {
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_ = f.Close()
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return nil, err
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}
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return decoder, nil
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}
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