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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-05 01:37:17 -05:00
OpenDiablo2/d2core/d2audio/ebiten/ebiten_sound_effect.go
lord 854fce3b14
remove d2asset singleton (#726)
* export d2asset singleton

* add *d2asset.AssetManager to d2app

- d2app now has a reference to an asset manager which it will use for loading
- added asset loader methods to the asset manager
- functions in d2asset are now wrappers for asset manager methods

* add asset manager reference to audio provider

- d2app asset manager reference is now passed to audio provider
- asset manager is created in main.go for now to pass into audio provider
- CreateSoundEffect is now a method, no longer exported, uses the asset manager reference

* d2app passes asset manager refence to map engine test

* in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile

* blizzard intro and credits screen

- d2app passes reference to the asset manager to these screens

* asset manager for d2map

- adding MapStampFactory, takes an asset manager reference
- embedded MapStampFactory into the MapEngine
- LoadStamp is now a method of the MapStampFactory

* d2asset: removed LoadFileStream, LoadFile, and FileExists

* d2gui changes

- singleton now has an asset manager reference
- calls to d2asset loader functions removed
- createButton is now a method of LayoutManager
- moved LayoutEntry to its own file

* map entity factory

- Map engine has an embedded map entity factory
- Map stamp factory gets a reference to the map engine's entity factory
- Stamps are given a reference to the map engine entity factory when created
- Character select gets a map entity factory
- Embedded the stamp factory into the MapEngine

* asset manager for d2ui

- d2ui is passed an asset manager reference when created
- all calls to d2asset loader functions in d2ui now refer to the asset manager
- d2gamescreen gets a ui manager when created
- help overlay is now passed a ui manager when created

* d2gamescreen + d2player: asset manager references

added an asset manager reference to
- inventory panel + inventory grid
- mini panel
- game controls
- help overlay
- character select
- main menu
- select hero class
- hero stats panel

* Removed d2asset.LoadAnimation

all references to this function have been replaced with calls to the asset manager method

* adding asset to help overlay, bugfix for 4d59c91

* Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect

all references to these have been replaced with calls to the asset manager methods

* MapRenderer now gets an asset manager reference

* removed d2asset.LoadPalette

all references have been replaced with calls to an asset manager instance

* merged d2object with d2mapentity

d2object was only being used to create objects in the map, so the provider
function is now a method of the map entity factory. calls to d2asset have
been removed.

* removed d2asset.LoadComposite

all calls are now made to the asset manager method

* removed d2asset singleton

all singleton references have been removed, a single instance of the
asset manager is passed around the entire app

* rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00

92 lines
1.7 KiB
Go

package ebiten
import (
"math"
"github.com/hajimehoshi/ebiten/audio"
)
type panStream struct {
audio.ReadSeekCloser
pan float64 // -1: left; 0: center; 1: right
}
const (
bitsPerByte = 8
)
func newPanStreamFromReader(src audio.ReadSeekCloser) *panStream {
return &panStream{
ReadSeekCloser: src,
pan: 0,
}
}
func (s *panStream) Read(p []byte) (n int, err error) {
n, err = s.ReadSeekCloser.Read(p)
if err != nil {
return
}
ls := math.Min(s.pan*-1+1, 1)
rs := math.Min(s.pan+1, 1)
for i := 0; i < len(p); i += 4 {
lc := int16(float64(int16(p[i])|int16(p[i+1])<<bitsPerByte) * ls)
rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<bitsPerByte) * rs)
p[i] = byte(lc)
p[i+1] = byte(lc >> bitsPerByte)
p[i+2] = byte(rc)
p[i+3] = byte(rc >> bitsPerByte)
}
return
}
// SoundEffect represents an ebiten implementation of a sound effect
type SoundEffect struct {
player *audio.Player
volumeScale float64
panStream *panStream
}
// SetPan sets the audio pan, left is -1.0, center is 0.0, right is 1.0
func (v *SoundEffect) SetPan(pan float64) {
v.panStream.pan = pan
}
// SetVolume ets the volume
func (v *SoundEffect) SetVolume(volume float64) {
v.player.SetVolume(volume * v.volumeScale)
}
// IsPlaying returns a bool for whether or not the sound is currently playing
func (v *SoundEffect) IsPlaying() bool {
return v.player.IsPlaying()
}
// Play plays the sound effect
func (v *SoundEffect) Play() {
err := v.player.Rewind()
if err != nil {
panic(err)
}
err = v.player.Play()
if err != nil {
panic(err)
}
}
// Stop stops the sound effect
func (v *SoundEffect) Stop() {
err := v.player.Pause()
if err != nil {
panic(err)
}
}