mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-05 01:37:17 -05:00
854fce3b14
* 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
92 lines
1.7 KiB
Go
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)
|
|
}
|
|
}
|