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OpenDiablo2/d2core/d2audio/ebiten/ebiten_sound_effect.go

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package ebiten
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import (
"log"
"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/audio/wav"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// SoundEffect represents an ebiten implementation of a sound effect
type SoundEffect struct {
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player *audio.Player
}
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// CreateSoundEffect creates a new instance of ebiten's sound effect implementation.
func CreateSoundEffect(sfx string, context *audio.Context, volume float64) *SoundEffect {
result := &SoundEffect{}
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var soundFile string
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if _, exists := d2datadict.Sounds[sfx]; exists {
soundEntry := d2datadict.Sounds[sfx]
soundFile = soundEntry.FileName
} else {
soundFile = sfx
}
audioData, err := d2asset.LoadFile(soundFile)
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if err != nil {
panic(err)
}
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d, err := wav.Decode(context, audio.BytesReadSeekCloser(audioData))
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if err != nil {
log.Fatal(err)
}
player, err := audio.NewPlayer(context, d)
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if err != nil {
log.Fatal(err)
}
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player.SetVolume(volume)
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result.player = player
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return result
}
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// Play plays the sound effect
func (v *SoundEffect) Play() {
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err := v.player.Rewind()
if err != nil {
panic(err)
}
err = v.player.Play()
if err != nil {
panic(err)
}
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}
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// Stop stops the sound effect
func (v *SoundEffect) Stop() {
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err := v.player.Pause()
if err != nil {
panic(err)
}
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}