Convert audio hans RAW files
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assets/sounds/hit.raw
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assets/sounds/hit.raw
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assets/sounds/pickup.raw
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assets/sounds/pickup.raw
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@@ -20,65 +20,17 @@ static constexpr uint8_t BASKET_DATA[] = {
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};
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static constexpr uint8_t BACKGROUND_MUSIC_DATA[] = {
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#embed "../assets/sounds/JamaicanSunrise.wav"
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#embed "../assets/sounds/JamaicanSunrise.raw"
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};
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static constexpr uint8_t PICKUP_SOUND_DATA[] = {
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#embed "../assets/sounds/pickup.wav"
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#embed "../assets/sounds/pickup.raw"
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};
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static constexpr uint8_t HIT_SOUND_DATA[] = {
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#embed "../assets/sounds/hit.wav"
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#embed "../assets/sounds/hit.raw"
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};
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static constexpr uint8_t DEFAULT_FONT_DATA[] = {
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#embed "../assets/fonts/OpenTTD-Sans.ttf"
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};
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// SDL_Texture* load_texture(uint8_t const* data, size_t size, SDL_Renderer* renderer)
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// {
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// auto* iostream = SDL_IOFromConstMem(data, size);
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// SDL_Surface* surface = SDL_LoadBMP_IO(iostream, false);
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// if (surface == nullptr)
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// {
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// // spdlog::error("Failed to load SDL surface!\nCause: {}", SDL_GetError());
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// }
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// SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
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// if (texture == nullptr)
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// {
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// // spdlog::error("Failed to create texture from surface!\nCause: {}", SDL_GetError());
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// }
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// return texture;
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// }
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// AudioAsset load_audio(uint8_t const* data, size_t size)
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// {
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// AudioAsset audio_asset;
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// auto* iostream = SDL_IOFromConstMem(data, size);
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// bool res = SDL_LoadWAV_IO(
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// iostream, false, &audio_asset.spec, &audio_asset.buffer, &audio_asset.buffer_length);
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// if (!res)
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// {
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// // spdlog::error("Failed to load audio file!\nCause: {}", SDL_GetError());
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// }
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// return audio_asset;
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// }
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// FontAsset load_font(uint8_t const* data, size_t size)
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// {
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// FontAsset font_asset;
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// auto* iostream = SDL_IOFromConstMem(data, size);
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// auto* ttf = TTF_OpenFontIO(iostream, false, 20);
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// font_asset.font = ttf;
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// return font_asset;
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// }
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AssetModule::AssetModule(entt::registry& registry)
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{
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TextureAtlasLayout background_layout{.width = 400, .height = 240, .rows = 1, .columns = 1};
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@@ -97,21 +49,18 @@ AssetModule::AssetModule(entt::registry& registry)
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Texture basket{.data = BASKET_DATA,
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.data_length = sizeof(BASKET_DATA),
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.texture_atlas_layout = basket_layout};
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registry.ctx().emplace<TextureAssets>(TextureAssets{
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.background = background, .fruits = fruits, .spiders = spiders, .basket = basket});
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// auto background_music = load_audio(BACKGROUND_MUSIC_DATA, sizeof(BACKGROUND_MUSIC_DATA));
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// auto pickup_sound = load_audio(PICKUP_SOUND_DATA, sizeof(PICKUP_SOUND_DATA));
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// auto hit_sound = load_audio(HIT_SOUND_DATA, sizeof(HIT_SOUND_DATA));
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registry.ctx().emplace<AudioAssets>(AudioAssets{
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.background_music = {.buffer = BACKGROUND_MUSIC_DATA,
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.buffer_length = sizeof(BACKGROUND_MUSIC_DATA)},
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.pickup_sound = {.buffer = PICKUP_SOUND_DATA, .buffer_length = sizeof(PICKUP_SOUND_DATA)},
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.hit_sound = {.buffer = HIT_SOUND_DATA, .buffer_length = sizeof(HIT_SOUND_DATA)}});
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// registry.ctx().emplace<AudioAssets>(AudioAssets{.background_music = background_music,
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// .pickup_sound = pickup_sound,
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// .hit_sound = hit_sound});
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AudioAsset background_music{.buffer = BACKGROUND_MUSIC_DATA,
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.buffer_length = sizeof(BACKGROUND_MUSIC_DATA)};
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AudioAsset pickup_sound{.buffer = PICKUP_SOUND_DATA,
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.buffer_length = sizeof(PICKUP_SOUND_DATA)};
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AudioAsset hit_sound{.buffer = HIT_SOUND_DATA, .buffer_length = sizeof(HIT_SOUND_DATA)};
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registry.ctx().emplace<AudioAssets>(AudioAssets{.background_music = background_music,
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.pickup_sound =.buffer = pickup_sound,
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.hit_sound =.buffer = hit_sound});
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// auto font = load_font(DEFAULT_FONT_DATA, sizeof(DEFAULT_FONT_DATA));
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// registry.ctx().emplace<FontAssets>(FontAssets{.default_font = font});
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