Implemented load audio and music files as well the basic audio playback

functionality.
This commit is contained in:
abdelrahman committed 2022-09-25 02:19:21 +01:00
1 parent dfee36ffe9
commit e3f4f9c94f
9 files changed
+464 -61

No files matched your search

+1 -1
View File
@@ -27,7 +27,7 @@ void remove_asset_from_manager(AssetManager *am, AssetID *id_ptr);
SDL_Texture *get_texture(AssetManager *am, AssetID id);
Mix_Chunk *get_audio_chunk(AssetManager *am, AssetID id);
Mix_Music *get_music(AssetManager *am, AssetID id);
void destroy_asset_manager(AssetManager *am);
void destroy_asset_manager(AssetManager **am);
#ifdef __cplusplus
}
+33 -2
View File
@@ -6,19 +6,50 @@
#include "SDL_pixels.h"
#include "reusable_ids.h"
#include <stdbool.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif // !__cplusplus
bool init_game(const char *game_name, int window_width, int window_height,
SDL_Color window_background_color, bool full_screen);
bool init_game(const char *game_name, uint32_t window_width,
uint32_t window_height, SDL_Color window_background_color,
bool full_screen, uint8_t audio_tracks);
bool game_running();
ObjectID add_object(void *object, EventHandlerPtr eh, UpdateFuncPtr uf,
RenderFuncPtr rf);
void remove_object(ObjectID *id);
AssetID load_asset(const char *path, AssetType type);
void render_texture_asset(AssetID id, float x, float y, float w, float h);
int8_t play_audio_asset(AssetID id, int16_t loops, bool fade_in,
uint32_t fade_length_in_ms);
void pause_audio_asset_on_track(AssetID id, uint8_t track);
void resume_audio_asset_on_track(AssetID id, uint8_t track);
void stop_audio_asset_on_track(AssetID id, uint8_t track);
void fade_out_audio_asset_on_track(AssetID id, uint8_t track,
uint32_t fade_length_in_ms);
void pause_all_instances_of_audio_asset(AssetID id);
void resume_all_instances_of_audio_asset(AssetID id);
void stop_all_instances_of_audio_asset(AssetID id);
void fade_out_all_instances_of_audio_asset(AssetID id,
uint32_t fade_length_in_ms);
int8_t get_audio_asset_volume(AssetID id);
void set_audio_asset_volume(AssetID id, int8_t volume);
void play_music_asset(AssetID id, int16_t loops, bool fade_in,
uint32_t fade_length_in_ms);
void pause_music_asset(AssetID id);
void resume_music_asset(AssetID id);
void stop_music_asset(AssetID id);
void fade_out_music_asset(AssetID id, uint32_t fade_length_in_ms);
int8_t get_music_asset_volume(AssetID id);
void set_music_asset_volume(AssetID id, int8_t volume);
bool is_music_asset_playing(AssetID id);
void pause_playing_music();
void resume_playing_music();
void stop_playing_music();
void fade_out_playing_music(uint32_t fade_length_in_ms);
void set_playing_music_volume(int8_t volume);
bool is_music_playing();
void close_asset(AssetID *id);
void handle_events();
void update();
+1 -1
View File
@@ -23,7 +23,7 @@ void remove_object_from_store(ObjectStore *os, ObjectID *id_ptr);
void handle_all_objects_events(ObjectStore *os, const SDL_Event *event);
void update_all_objects(ObjectStore *os, float delta);
void render_all_objects(ObjectStore *os);
void destroy_object_store(ObjectStore *os);
void destroy_object_store(ObjectStore **os);
#ifdef DEBUG_ENGINE
void print_objects(ObjectStore *os);
+1 -1
View File
@@ -19,7 +19,7 @@ void render_clear(const Renderer *renderer, SDL_Color color);
void render_texture(const Renderer *renderer, SDL_Texture *texture, float x,
float y, float w, float h);
void swap_buffers(const Renderer *renderer);
void destroy_renderer(Renderer *renderer);
void destroy_renderer(Renderer **renderer);
#ifdef __cplusplus
}