Let AI refactor everything and see if it breaks.

This commit is contained in:
2026-03-29 00:59:27 +01:00
parent 561b99b710
commit b873ac24ca
11 changed files with 656 additions and 576 deletions

128
source/game_audio.cpp Normal file
View File

@@ -0,0 +1,128 @@
#include "game_audio.h"
#include "soundbank.h"
#include "soundbank_bin.h"
void audio_setup(AudioContext &audio) {
mmInitDefaultMem((mm_addr)soundbank_bin);
mmLoad(MOD_0RIGIN);
mmLoadEffect(SFX_332629__TREASURESOUNDS__ITEM_PICKUP);
mmLoadEffect(SFX_BOOM);
mmLoadEffect(SFX_167127__CRISSTANZA__PAUSE);
mmLoadEffect(SFX_167126__CRISSTANZA__UNPAUSE);
mmLoadEffect(SFX_273792__PACOMAV__PLOP);
mmLoadEffect(SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED);
audio.sfx_pickup = {
{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP },
(int)(1.0f * (1 << 10)),
0,
255,
128,
};
audio.sfx_boom = {
{ SFX_BOOM },
(int)(1.0f * (1 << 10)),
1,
255,
128,
};
audio.sfx_pause = {
{ SFX_167127__CRISSTANZA__PAUSE },
(int)(1.0f * (1 << 10)),
2,
255,
128,
};
audio.sfx_unpause = {
{ SFX_167126__CRISSTANZA__UNPAUSE },
(int)(1.0f * (1 << 10)),
3,
255,
128,
};
audio.sfx_plop = {
{ SFX_273792__PACOMAV__PLOP },
(int)(1.0f * (1 << 10)),
4,
128,
128,
};
audio.sfx_fail = {
{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED },
(int)(1.0f * (1 << 10)),
4,
255,
128,
};
}
void audio_start_music(const AudioContext &audio) {
mmStart(MOD_0RIGIN, MM_PLAY_LOOP);
if (!audio.musicEnabled) {
mmPause();
}
}
void audio_stop_music() {
mmStop();
}
void audio_pause_music_if_enabled(const AudioContext &audio) {
if (audio.musicEnabled) {
mmPause();
}
}
void audio_resume_music_if_enabled(const AudioContext &audio) {
if (audio.musicEnabled) {
mmResume();
}
}
void audio_play_pickup(const AudioContext &audio) {
mmEffectEx(&audio.sfx_pickup);
}
void audio_play_boom(const AudioContext &audio) {
mmEffectEx(&audio.sfx_boom);
}
void audio_play_plop(const AudioContext &audio) {
mmEffectEx(&audio.sfx_plop);
}
void audio_play_pause(const AudioContext &audio) {
mmEffectEx(&audio.sfx_pause);
}
void audio_play_unpause(const AudioContext &audio) {
mmEffectEx(&audio.sfx_unpause);
}
void audio_play_fail(const AudioContext &audio) {
mmEffectEx(&audio.sfx_fail);
}
bool audio_toggle_music(AudioContext &audio) {
audio.musicEnabled = !audio.musicEnabled;
if (audio.musicEnabled) {
mmResume();
} else {
mmPause();
}
return audio.musicEnabled;
}
bool audio_is_music_enabled(const AudioContext &audio) {
return audio.musicEnabled;
}