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soundmanager.go
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/*
GRAC, rhythm generation using cellular automata
Copyright (C) 2021 Loïg Jezequel
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package main
import (
"bytes"
"io/ioutil"
"log"
"github.com/loig/grac/assets"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/audio/mp3"
)
type soundManager struct {
context *audio.Context
soundset int
use bool
players []*audio.Player
test *audio.Player
}
func (gD *GameDisplay) playSounds() {
if gD.audio.use {
for _, player := range gD.audio.players {
if player != nil {
err := player.Close()
if err != nil {
log.Panic(err)
}
}
}
gD.audio.players = make([]*audio.Player, len(gD.automaton.grid))
for i := 0; i < len(gD.automaton.grid); i++ {
if gD.automaton.grid[i] != 0 {
gD.playSound(i, gD.automaton.grid[i])
}
}
}
}
func (gD *GameDisplay) playSound(playerpos, soundpos int) {
soundBytes := sounds[gD.audio.soundset][soundpos-1]
gD.audio.players[playerpos] = audio.NewPlayerFromBytes(gD.audio.context, soundBytes)
gD.audio.players[playerpos].Play()
}
func (gD *GameDisplay) initSound() {
soundBytes := sounds[0][2]
player := audio.NewPlayerFromBytes(gD.audio.context, soundBytes)
player.Play()
}
func initAudio() soundManager {
context := audio.NewContext(44100)
theSounds := [][][]byte{
[][]byte{assets.Natural0, assets.Natural1, assets.Natural2, assets.Natural3},
[][]byte{assets.Sound0, assets.Sound1, assets.Sound2, assets.Sound3},
}
for k := 0; k < numSoundSet; k++ {
for i := 0; i < len(sounds[0]); i++ {
sound, error := mp3.Decode(context, bytes.NewReader(theSounds[k][i]))
if error != nil {
log.Panic(error)
}
sounds[k][i], error = ioutil.ReadAll(sound)
}
}
return soundManager{
context: context,
soundset: 0,
use: false,
}
}