- generator: leitmotif as scale degrees, keys/modes, augmentation, diminution, inversion, fragment sequences, accompaniment and drum styles; hand-written title 2, boss themes, victory 2 - organ, bell, choir, sub bass, tom, crash, harp, timpani; 8-bit samples, unused instruments stripped - src/tracks.rs generated with categories; music director with boss themes and room moods - all pieces validated with libopenmpt; notes checked to stay in key Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
246 lines
7.0 KiB
Rust
246 lines
7.0 KiB
Rust
// Audio engine: music (XM players with crossfades) and synthesised sound effects.
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// The browser pulls samples through dc_audio_render() from our JS plugin (www/dc_plugin.js),
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// which starts the AudioContext on the first user interaction.
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use crate::sfx;
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use crate::tracks::TRACKS;
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use crate::xm::{self, Module, Player};
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use std::cell::RefCell;
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use std::rc::Rc;
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// Music categories; the tracks themselves are listed in tracks.rs (generated by the composer)
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Category {
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Title,
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Build,
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Battle,
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Assault,
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BossPaladin,
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BossWarden,
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Torture,
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Temple,
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Victory,
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Defeat,
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}
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// indices of all tracks of a category, in play order
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pub fn tracks_in(c: Category) -> Vec<usize> {
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TRACKS.iter().enumerate().filter(|(_, t)| t.1 == c).map(|(i, _)| i).collect()
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}
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const MUSIC_GAIN: f32 = 0.45; // our replayer is ~4x louder than libopenmpt; leaves headroom for effects
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const SFX_GAIN: f32 = 0.55;
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struct MusicVoice {
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player: Player,
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gain: f32,
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target: f32,
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speed: f32, // gain change per second
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}
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struct SfxVoice {
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data: Rc<Vec<f32>>,
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pos: usize,
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l: f32,
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r: f32,
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}
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struct Engine {
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rate: f32,
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modules: Vec<Rc<Module>>,
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music: Vec<MusicVoice>,
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voices: Vec<SfxVoice>,
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sfx: Vec<Rc<Vec<f32>>>,
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buf: Vec<f32>,
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}
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// Requests that arrive before the browser allows audio are remembered here
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struct State {
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music_vol: f32,
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sfx_vol: f32,
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muted: bool,
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track: Option<usize>,
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engine: Option<Engine>,
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}
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thread_local! {
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static STATE: RefCell<State> = RefCell::new(State { music_vol: 0.6, sfx_vol: 0.7, muted: false, track: None, engine: None });
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}
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impl Engine {
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fn new(rate: f32) -> Engine {
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let modules = TRACKS.iter().map(|(_, _, d)| Rc::new(xm::load(d).expect("built-in music"))).collect();
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let sfx = sfx::generate_all(rate).into_iter().map(Rc::new).collect();
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Engine { rate, modules, music: Vec::new(), voices: Vec::new(), sfx, buf: Vec::new() }
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}
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fn start_track(&mut self, t: usize, fade: f32) {
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let speed = 1.0 / fade.max(0.01);
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for v in self.music.iter_mut() {
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v.target = 0.0;
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v.speed = speed;
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}
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let player = Player::new(self.modules[t.min(self.modules.len() - 1)].clone(), self.rate);
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let instant = self.music.is_empty() || fade <= 0.0;
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self.music.push(MusicVoice { player, gain: if instant { 1.0 } else { 0.0 }, target: 1.0, speed });
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}
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fn render(&mut self, frames: usize, music_vol: f32, sfx_vol: f32, muted: bool) {
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self.buf.clear();
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self.buf.resize(frames * 2, 0.0);
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let dt = frames as f32 / self.rate;
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for v in self.music.iter_mut() {
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if v.gain < v.target {
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v.gain = (v.gain + v.speed * dt).min(v.target);
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} else if v.gain > v.target {
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v.gain = (v.gain - v.speed * dt).max(v.target);
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}
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if v.gain > 0.0 {
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v.player.render(&mut self.buf, v.gain * music_vol * MUSIC_GAIN);
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}
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}
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self.music.retain(|v| v.gain > 0.0 || v.target > 0.0);
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let g = sfx_vol * SFX_GAIN;
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for v in self.voices.iter_mut() {
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let n = (v.data.len() - v.pos).min(frames);
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for k in 0..n {
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let s = v.data[v.pos + k] * g;
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self.buf[k * 2] += s * v.l;
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self.buf[k * 2 + 1] += s * v.r;
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}
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v.pos += n;
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}
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self.voices.retain(|v| v.pos < v.data.len());
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for x in self.buf.iter_mut() {
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*x = if muted { 0.0 } else { soft_clip(*x) };
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}
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}
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}
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fn soft_clip(x: f32) -> f32 {
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if x.abs() < 0.8 {
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x
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} else {
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x.signum() * (0.8 + 0.2 * ((x.abs() - 0.8) / 0.2).tanh())
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}
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}
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// ------------------------------------------------------------------ API for the game
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pub fn set_volumes(music: f32, sfx: f32, muted: bool) {
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STATE.with(|s| {
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let mut s = s.borrow_mut();
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s.music_vol = music;
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s.sfx_vol = sfx;
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s.muted = muted;
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});
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}
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// Switch music with a crossfade (seconds); does nothing if the track already plays
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pub fn play_music(t: usize, fade: f32) {
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STATE.with(|s| {
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let mut s = s.borrow_mut();
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if s.track == Some(t) {
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return;
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}
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s.track = Some(t);
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if let Some(e) = s.engine.as_mut() {
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e.start_track(t, fade);
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}
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});
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}
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// How often the current track has looped (0 before audio started)
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pub fn music_loops() -> u32 {
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STATE.with(|s| {
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let s = s.borrow();
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s.engine.as_ref().and_then(|e| e.music.iter().rev().find(|v| v.target > 0.0)).map_or(0, |v| v.player.loops)
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})
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}
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pub fn current_track() -> Option<usize> {
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STATE.with(|s| s.borrow().track)
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}
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// pan: -1 (left) .. 1 (right)
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pub fn play_sfx(index: usize, vol: f32, pan: f32) {
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STATE.with(|s| {
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let mut s = s.borrow_mut();
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if s.muted {
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return;
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}
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if let Some(e) = s.engine.as_mut() {
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if let Some(d) = e.sfx.get(index) {
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if e.voices.len() < 24 {
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let p = (pan.clamp(-1.0, 1.0) + 1.0) * 0.5;
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e.voices.push(SfxVoice { data: d.clone(), pos: 0, l: vol * (1.0 - p).sqrt(), r: vol * p.sqrt() });
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}
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}
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}
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});
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}
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// ------------------------------------------------------------------ called from JS
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#[no_mangle]
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pub extern "C" fn dc_audio_init(rate: f32) {
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STATE.with(|s| {
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let mut s = s.borrow_mut();
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if s.engine.is_some() {
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return;
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}
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let mut e = Engine::new(rate.clamp(8000.0, 192000.0));
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if let Some(t) = s.track {
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e.start_track(t, 0.0);
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}
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s.engine = Some(e);
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});
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}
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#[no_mangle]
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pub extern "C" fn dc_audio_render(frames: u32) -> *const f32 {
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STATE.with(|s| {
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let mut s = s.borrow_mut();
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let (mv, sv, muted) = (s.music_vol, s.sfx_vol, s.muted);
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match s.engine.as_mut() {
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Some(e) => {
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e.render(frames as usize, mv, sv, muted);
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e.buf.as_ptr()
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}
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None => std::ptr::null(),
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}
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})
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn engine_crossfade_and_sfx() {
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dc_audio_init(48000.0);
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let build = tracks_in(Category::Build);
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let battle = tracks_in(Category::Battle);
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assert_eq!(build.len(), 15);
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play_music(build[0], 0.0);
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let mut peak = 0.0f32;
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for k in 0..200 {
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if k == 50 {
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play_music(battle[0], 2.5);
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}
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if k % 10 == 0 {
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play_sfx(k % crate::game::SFX_ALL.len(), 1.0, 0.3);
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}
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let p = dc_audio_render(1024);
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assert!(!p.is_null());
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let buf = unsafe { std::slice::from_raw_parts(p, 2048) };
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for &v in buf {
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assert!(v.is_finite() && v.abs() <= 1.0);
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peak = peak.max(v.abs());
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}
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}
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assert!(peak > 0.05);
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assert_eq!(current_track(), Some(battle[0]));
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}
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}
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