Add sound effects (#2849)

* Add sound effects

Adding sound effects and volume adjuster in start menu. Sounds are a little clicky but I tinkered a long time and couldn't solve that. Maybe someone else wants to tinker a bit with me.

* Format code
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RocketGod 2025-10-29 23:38:45 -07:00 committed by GitHub
parent 454b8776b6
commit 113cbc42c9
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GPG key ID: B5690EEEBB952194
3 changed files with 312 additions and 23 deletions

View file

@ -20,13 +20,13 @@ void initialize_app(ui::NavigationView& nav) {
extern "C" {
__attribute__((section(".external_app.app_breakout.application_information"), used)) application_information_t _application_information_breakout = {
(uint8_t*)0x00000000,
ui::external_app::breakout::initialize_app,
CURRENT_HEADER_VERSION,
VERSION_MD5,
/*.memory_location = */ (uint8_t*)0x00000000,
/*.externalAppEntry = */ ui::external_app::breakout::initialize_app,
/*.header_version = */ CURRENT_HEADER_VERSION,
/*.app_version = */ VERSION_MD5,
"Breakout",
{
/*.app_name = */ "Breakout",
/*.bitmap_data = */ {
0x00,
0x00,
0x7F,
@ -60,11 +60,11 @@ __attribute__((section(".external_app.app_breakout.application_information"), us
0xF7,
0xF7,
},
ui::Color::green().v,
app_location_t::GAMES,
-1,
/*.icon_color = */ ui::Color::green().v,
/*.menu_location = */ app_location_t::GAMES,
/*.desired_menu_position = */ -1,
{0, 0, 0, 0},
0x00000000,
/*.m4_app_tag = */ {'P', 'A', 'B', 'P'}, // This is the audio beep baseband tag!
/*.m4_app_offset = */ 0x00000000, // will be filled at compile time
};
} // namespace ui::external_app::breakout
}

View file

@ -7,6 +7,12 @@
*/
#include "ui_breakout.hpp"
#include "baseband_api.hpp"
#include "audio.hpp"
#include "portapack.hpp"
#include "portapack_persistent_memory.hpp"
using namespace portapack;
namespace ui::external_app::breakout {
@ -92,6 +98,37 @@ void BreakoutView::init_game() {
game_state = STATE_MENU;
menu_blink_state = true;
menu_blink_counter = 0;
// Play startup sound
if (sound_enabled) {
baseband::request_audio_beep(262, 24000, 150); // C4 -
chThdSleepMilliseconds(200);
baseband::request_audio_beep(262, 24000, 150); // C4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(392, 24000, 150); // G4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(392, 24000, 150); // G4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(440, 24000, 150); // A4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(440, 24000, 150); // A4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(392, 24000, 300); // G4
chThdSleepMilliseconds(350);
baseband::request_audio_beep(349, 24000, 150); // F4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(349, 24000, 150); // F4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(330, 24000, 150); // E4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(330, 24000, 150); // E4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(294, 24000, 150); // D4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(294, 24000, 150); // D4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(262, 24000, 400); // C4
}
}
void BreakoutView::init_level() {
@ -126,6 +163,34 @@ void BreakoutView::draw_screen() {
draw_level();
}
void BreakoutView::draw_menu_volume_bar() {
// Clear the entire volume area first to handle bar shrinking
painter.fill_rectangle({40, 259, 220, 40}, Color::black());
// Draw volume label
auto style = *ui::Theme::getInstance()->fg_light;
painter.draw_string({40, 260}, style, "Volume:");
// Draw volume bar background
painter.draw_rectangle({100, 259, 102, 10}, Color::grey());
// Draw volume level
int bar_width = (volume_level * 100) / 99;
if (bar_width > 0) {
painter.fill_rectangle({101, 260, bar_width, 8}, Color::green());
}
// Draw percentage
painter.draw_string({210, 260}, style, std::to_string(volume_level) + "%");
// Draw sound status
if (sound_enabled) {
painter.draw_string({UI_POS_X_CENTER(11), 280}, *ui::Theme::getInstance()->fg_green, "Sound: ON");
} else {
painter.draw_string({UI_POS_X_CENTER(11), 280}, *ui::Theme::getInstance()->fg_red, "Sound: OFF");
}
}
void BreakoutView::draw_borders() {
rect(0, GAME_AREA_TOP - 1, SCREEN_WIDTH, GAME_AREA_TOP, COLOR_BORDER);
}
@ -166,6 +231,22 @@ void BreakoutView::draw_level() {
painter.draw_string({80, 30}, style, "Level: " + std::to_string(level));
}
void BreakoutView::adjust_volume(int delta) {
volume_level += delta;
if (volume_level < 0) volume_level = 0;
if (volume_level > 99) volume_level = 99;
// Update the actual audio volume using decibel conversion
// Map 0-99 to roughly -60dB to 0dB range
int db = (volume_level - 99) * 60 / 99; // Maps 0->-60dB, 99->0dB
audio::headphone::set_volume(volume_t::decibel(db));
// If we're in the menu, redraw the volume bar
if (game_state == STATE_MENU) {
draw_menu_volume_bar();
}
}
void BreakoutView::move_paddle_left() {
if (paddle_x > 0) {
fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_BACKGROUND);
@ -231,19 +312,23 @@ void BreakoutView::update_game() {
if (ball_x < 0) {
ball_x = 0;
ball_dx = -ball_dx;
play_wall_hit();
} else if (ball_x > SCREEN_WIDTH - BALL_SIZE) {
ball_x = SCREEN_WIDTH - BALL_SIZE;
ball_dx = -ball_dx;
play_wall_hit();
}
if (ball_y < GAME_AREA_TOP) {
ball_y = GAME_AREA_TOP;
ball_dy = -ball_dy;
play_wall_hit();
}
// Bottom edge - lose life
if (ball_y > GAME_AREA_BOTTOM) {
lives--;
play_death_sound(); // Play death sound
draw_lives();
if (lives <= 0) {
handle_game_over();
@ -262,6 +347,8 @@ void BreakoutView::update_game() {
ball_y = PADDLE_Y - BALL_SIZE;
ball_dy = -ball_dy;
play_paddle_hit();
// Add some angle based on hit position
float hit_position = (ball_x + (BALL_SIZE / 2)) - paddle_x;
float angle = (hit_position / PADDLE_WIDTH) - 0.5f;
@ -301,6 +388,8 @@ bool BreakoutView::check_brick_collision(int row, int col) {
score += (5 - row) * 10;
draw_score();
play_brick_hit();
ball_dy = -ball_dy;
return true;
}
@ -314,6 +403,8 @@ bool BreakoutView::check_level_complete() {
void BreakoutView::next_level() {
level++;
play_level_complete();
chThdSleepMilliseconds(500); // Give time for sound to play
init_level();
draw_screen();
}
@ -322,9 +413,11 @@ void BreakoutView::handle_game_over() {
game_state = STATE_GAME_OVER;
gameover_blink_state = true;
gameover_blink_counter = 0;
play_game_over();
}
void BreakoutView::show_menu() {
// Only draw the static parts once
if (menu_blink_counter == 0) {
cls();
background(COLOR_BACKGROUND);
@ -338,23 +431,30 @@ void BreakoutView::show_menu() {
painter.draw_string({UI_POS_X_CENTER(20), 130}, style_cyan, "ROTARY: MOVE PADDLE");
painter.draw_string({UI_POS_X_CENTER(21), 160}, style_cyan, "SELECT: START/LAUNCH");
painter.draw_string({UI_POS_X_CENTER(25), 190}, style_blue, "========================");
// Volume adjustment instructions
painter.draw_string({UI_POS_X_CENTER(24), 220}, style_cyan, "Press UP/DOWN for Volume");
// Draw volume control at bottom
draw_menu_volume_bar();
}
auto style_red = *ui::Theme::getInstance()->fg_red;
// Only flash the "PRESS SELECT" text
if (++menu_blink_counter >= 30) {
menu_blink_counter = 0;
menu_blink_counter = 1; // Keep it at 1 so we don't redraw everything
menu_blink_state = !menu_blink_state;
painter.fill_rectangle({UI_POS_X_CENTER(17), 228, 128, 20}, Color::black());
auto style_red = *ui::Theme::getInstance()->fg_red;
painter.fill_rectangle({UI_POS_X_CENTER(17), 238, 128, 20}, Color::black());
if (menu_blink_state) {
painter.draw_string({UI_POS_X_CENTER(17), 230}, style_red, "* PRESS SELECT *");
painter.draw_string({UI_POS_X_CENTER(17), 240}, style_red, "* PRESS SELECT *");
}
}
}
void BreakoutView::show_game_over() {
// Only draw the static parts once
if (gameover_blink_counter == 0) {
cls();
background(COLOR_BACKGROUND);
@ -366,12 +466,12 @@ void BreakoutView::show_game_over() {
painter.draw_string({UI_POS_X_CENTER(11), 150}, style_yellow, "SCORE: " + std::to_string(score));
}
auto style_green = *ui::Theme::getInstance()->fg_green;
// Only flash the "PRESS SELECT" text
if (++gameover_blink_counter >= 30) {
gameover_blink_counter = 0;
gameover_blink_counter = 1; // Keep it at 1 so we don't redraw everything
gameover_blink_state = !gameover_blink_state;
auto style_green = *ui::Theme::getInstance()->fg_green;
painter.fill_rectangle({UI_POS_X_CENTER(13), 198, 96, 20}, Color::black());
if (gameover_blink_state) {
@ -385,17 +485,169 @@ void BreakoutView::reset_game() {
score = 0;
lives = 3;
game_state = STATE_PLAYING;
dummy.focus();
init_level();
draw_screen();
}
// Sound effect implementations with timing control
void BreakoutView::play_paddle_hit() {
if (sound_enabled) {
uint32_t current_time = chTimeNow();
if (current_time - last_sound_time >= min_sound_interval) {
baseband::request_beep_stop(); // Stop any previous sound
chThdSleepMilliseconds(5); // Small delay
baseband::request_audio_beep(440, 24000, 40); // 440Hz A4, 40ms
last_sound_time = current_time;
}
}
}
void BreakoutView::play_brick_hit() {
if (sound_enabled) {
uint32_t current_time = chTimeNow();
if (current_time - last_sound_time >= min_sound_interval) {
baseband::request_beep_stop(); // Stop any previous sound
chThdSleepMilliseconds(5); // Small delay
// Higher pitch that varies with remaining bricks
uint32_t freq = 880 + ((25 - brick_count) * 20); // Gets higher as bricks are destroyed
baseband::request_audio_beep(freq, 24000, 30);
last_sound_time = current_time;
}
}
}
void BreakoutView::play_wall_hit() {
if (sound_enabled) {
uint32_t current_time = chTimeNow();
if (current_time - last_sound_time >= min_sound_interval) {
baseband::request_beep_stop(); // Stop any previous sound
chThdSleepMilliseconds(5); // Small delay
baseband::request_audio_beep(220, 24000, 120); // 220Hz A3, 120ms
last_sound_time = current_time;
}
}
}
void BreakoutView::play_death_sound() {
if (sound_enabled) {
baseband::request_audio_beep(493, 24000, 150); // B4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(466, 24000, 150); // Bb4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(440, 24000, 150); // A4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(415, 24000, 150); // Ab4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(392, 24000, 150); // G4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(369, 24000, 150); // Gb4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(349, 24000, 150); // F4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(329, 24000, 150); // E4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(293, 24000, 150); // D4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(261, 24000, 150); // C4
chThdSleepMilliseconds(180);
baseband::request_audio_beep(196, 24000, 200); // G3
chThdSleepMilliseconds(230);
baseband::request_audio_beep(130, 24000, 300); // C3
}
}
void BreakoutView::play_game_over() {
if (sound_enabled) {
// First phrase
baseband::request_audio_beep(392, 24000, 300); // G4
chThdSleepMilliseconds(350);
baseband::request_audio_beep(392, 24000, 150); // G4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(392, 24000, 150); // G4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(311, 24000, 500); // Eb4 - long
chThdSleepMilliseconds(600);
// Second phrase
baseband::request_audio_beep(349, 24000, 300); // F4
chThdSleepMilliseconds(350);
baseband::request_audio_beep(349, 24000, 150); // F4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(349, 24000, 150); // F4
chThdSleepMilliseconds(200);
baseband::request_audio_beep(294, 24000, 500); // D4 - long
chThdSleepMilliseconds(600);
// Final phrase - slower and more dramatic
baseband::request_audio_beep(262, 24000, 200); // C4
chThdSleepMilliseconds(250);
baseband::request_audio_beep(247, 24000, 200); // B3
chThdSleepMilliseconds(250);
baseband::request_audio_beep(233, 24000, 200); // Bb3
chThdSleepMilliseconds(250);
baseband::request_audio_beep(220, 24000, 200); // A3
chThdSleepMilliseconds(250);
baseband::request_audio_beep(196, 24000, 200); // G3
chThdSleepMilliseconds(250);
baseband::request_audio_beep(175, 24000, 200); // F3
chThdSleepMilliseconds(250);
baseband::request_audio_beep(131, 24000, 600); // C3
}
}
void BreakoutView::play_level_complete() {
if (sound_enabled) {
baseband::request_beep_stop(); // Stop any previous sound
chThdSleepMilliseconds(10);
baseband::request_audio_beep(1047, 24000, 300); // 1047Hz C6, 300ms
}
}
BreakoutView::BreakoutView(NavigationView& nav)
: nav_{nav}, bricks{} { // Add bricks{} here
: nav_{nav}, bricks{} {
// Initialize audio system for beeps FIRST
baseband::run_prepared_image(portapack::memory::map::m4_code.base()); // Load the audio beep baseband
add_children({&dummy});
// Initialize audio
audio::set_rate(audio::Rate::Hz_24000);
audio::output::start();
// Set initial volume to 80% and ensure sound is ON
volume_level = 80;
sound_enabled = true; // Make sure this is explicitly set to ON
// Set the actual volume
int db = (volume_level - 99) * 60 / 99; // Maps to roughly -12dB for 80%
audio::headphone::set_volume(volume_t::decibel(db));
attach(1.0 / 60.0);
}
BreakoutView::~BreakoutView() {
// Clean shutdown
baseband::request_beep_stop();
receiver_model.disable();
baseband::shutdown();
audio::output::stop();
}
void BreakoutView::on_show() {
// Nothing needed here, initialization done in constructor
}
void BreakoutView::on_hide() {
// Additional cleanup
baseband::request_beep_stop();
audio::output::stop();
}
void BreakoutView::focus() {
dummy.focus();
}
void BreakoutView::paint(Painter& painter) {
@ -433,16 +685,33 @@ bool BreakoutView::on_key(const KeyEvent key) {
} else if (game_state == STATE_PLAYING && ball_attached) {
launch_ball();
} else if (game_state == STATE_GAME_OVER) {
reset_game();
// Return to menu after game over
game_state = STATE_MENU;
menu_blink_counter = 0;
init_game();
}
} else if (key == KeyEvent::Left && game_state == STATE_PLAYING) {
move_paddle_left();
} else if (key == KeyEvent::Right && game_state == STATE_PLAYING) {
move_paddle_right();
} else if (key == KeyEvent::Up && game_state == STATE_MENU) {
// Only adjust volume in menu
adjust_volume(5);
if (!sound_enabled) sound_enabled = true;
set_dirty();
} else if (key == KeyEvent::Down && game_state == STATE_MENU) {
// Only adjust volume in menu
adjust_volume(-5);
set_dirty();
}
set_dirty();
return true;
}
bool BreakoutView::on_touch(const TouchEvent event) {
(void)event; // Intentionally unused - touch disabled to avoid nav bar issues
return true;
}
} // namespace ui::external_app::breakout

View file

@ -11,6 +11,7 @@
#include "ui.hpp"
#include "ui_navigation.hpp"
#include "ui_receiver.hpp"
#include "event_m0.hpp"
#include "message.hpp"
#include "irq_controls.hpp"
@ -56,15 +57,18 @@ enum {
class BreakoutView : public View {
public:
BreakoutView(NavigationView& nav);
~BreakoutView();
void on_show() override;
void on_hide() override;
std::string title() const override { return "Breakout"; }
void focus() override { dummy.focus(); }
void focus() override;
void paint(Painter& painter) override;
void frame_sync();
bool on_encoder(const EncoderEvent event) override;
bool on_key(KeyEvent key) override;
bool on_touch(const TouchEvent event) override;
void cls();
void background(int color);
@ -81,6 +85,7 @@ class BreakoutView : public View {
void draw_lives();
void draw_level();
void draw_borders();
void draw_menu_volume_bar();
void move_paddle_left();
void move_paddle_right();
void launch_ball();
@ -96,6 +101,15 @@ class BreakoutView : public View {
void check_game_timer();
void attach(double delay_sec);
void detach();
void adjust_volume(int delta);
// Sound effect methods
void play_paddle_hit();
void play_brick_hit();
void play_wall_hit();
void play_death_sound();
void play_game_over();
void play_level_complete();
private:
const Color pp_colors[9] = {
@ -147,6 +161,12 @@ class BreakoutView : public View {
double game_update_timeout = 0;
uint32_t game_update_counter = 0;
// Audio control
bool sound_enabled = true;
int volume_level = 80; // 0-99
uint32_t last_sound_time = 0;
uint32_t min_sound_interval = 20; // Minimum ms between sounds
Button dummy{
{screen_width, 0, 0, 0},
""};