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https://github.com/eried/portapack-mayhem.git
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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
This commit is contained in:
parent
454b8776b6
commit
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3 changed files with 312 additions and 23 deletions
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@ -7,6 +7,12 @@
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*/
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#include "ui_breakout.hpp"
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#include "baseband_api.hpp"
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#include "audio.hpp"
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#include "portapack.hpp"
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#include "portapack_persistent_memory.hpp"
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using namespace portapack;
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namespace ui::external_app::breakout {
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@ -92,6 +98,37 @@ void BreakoutView::init_game() {
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game_state = STATE_MENU;
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menu_blink_state = true;
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menu_blink_counter = 0;
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// Play startup sound
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if (sound_enabled) {
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baseband::request_audio_beep(262, 24000, 150); // C4 -
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(262, 24000, 150); // C4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(392, 24000, 150); // G4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(392, 24000, 150); // G4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(440, 24000, 150); // A4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(440, 24000, 150); // A4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(392, 24000, 300); // G4
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chThdSleepMilliseconds(350);
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baseband::request_audio_beep(349, 24000, 150); // F4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(349, 24000, 150); // F4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(330, 24000, 150); // E4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(330, 24000, 150); // E4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(294, 24000, 150); // D4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(294, 24000, 150); // D4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(262, 24000, 400); // C4
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}
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}
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void BreakoutView::init_level() {
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@ -126,6 +163,34 @@ void BreakoutView::draw_screen() {
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draw_level();
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}
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void BreakoutView::draw_menu_volume_bar() {
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// Clear the entire volume area first to handle bar shrinking
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painter.fill_rectangle({40, 259, 220, 40}, Color::black());
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// Draw volume label
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auto style = *ui::Theme::getInstance()->fg_light;
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painter.draw_string({40, 260}, style, "Volume:");
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// Draw volume bar background
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painter.draw_rectangle({100, 259, 102, 10}, Color::grey());
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// Draw volume level
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int bar_width = (volume_level * 100) / 99;
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if (bar_width > 0) {
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painter.fill_rectangle({101, 260, bar_width, 8}, Color::green());
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}
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// Draw percentage
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painter.draw_string({210, 260}, style, std::to_string(volume_level) + "%");
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// Draw sound status
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if (sound_enabled) {
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painter.draw_string({UI_POS_X_CENTER(11), 280}, *ui::Theme::getInstance()->fg_green, "Sound: ON");
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} else {
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painter.draw_string({UI_POS_X_CENTER(11), 280}, *ui::Theme::getInstance()->fg_red, "Sound: OFF");
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}
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}
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void BreakoutView::draw_borders() {
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rect(0, GAME_AREA_TOP - 1, SCREEN_WIDTH, GAME_AREA_TOP, COLOR_BORDER);
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}
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@ -166,6 +231,22 @@ void BreakoutView::draw_level() {
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painter.draw_string({80, 30}, style, "Level: " + std::to_string(level));
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}
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void BreakoutView::adjust_volume(int delta) {
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volume_level += delta;
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if (volume_level < 0) volume_level = 0;
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if (volume_level > 99) volume_level = 99;
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// Update the actual audio volume using decibel conversion
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// Map 0-99 to roughly -60dB to 0dB range
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int db = (volume_level - 99) * 60 / 99; // Maps 0->-60dB, 99->0dB
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audio::headphone::set_volume(volume_t::decibel(db));
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// If we're in the menu, redraw the volume bar
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if (game_state == STATE_MENU) {
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draw_menu_volume_bar();
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}
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}
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void BreakoutView::move_paddle_left() {
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if (paddle_x > 0) {
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fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_BACKGROUND);
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@ -231,19 +312,23 @@ void BreakoutView::update_game() {
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if (ball_x < 0) {
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ball_x = 0;
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ball_dx = -ball_dx;
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play_wall_hit();
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} else if (ball_x > SCREEN_WIDTH - BALL_SIZE) {
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ball_x = SCREEN_WIDTH - BALL_SIZE;
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ball_dx = -ball_dx;
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play_wall_hit();
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}
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if (ball_y < GAME_AREA_TOP) {
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ball_y = GAME_AREA_TOP;
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ball_dy = -ball_dy;
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play_wall_hit();
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}
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// Bottom edge - lose life
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if (ball_y > GAME_AREA_BOTTOM) {
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lives--;
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play_death_sound(); // Play death sound
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draw_lives();
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if (lives <= 0) {
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handle_game_over();
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@ -262,6 +347,8 @@ void BreakoutView::update_game() {
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ball_y = PADDLE_Y - BALL_SIZE;
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ball_dy = -ball_dy;
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play_paddle_hit();
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// Add some angle based on hit position
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float hit_position = (ball_x + (BALL_SIZE / 2)) - paddle_x;
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float angle = (hit_position / PADDLE_WIDTH) - 0.5f;
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@ -301,6 +388,8 @@ bool BreakoutView::check_brick_collision(int row, int col) {
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score += (5 - row) * 10;
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draw_score();
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play_brick_hit();
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ball_dy = -ball_dy;
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return true;
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}
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@ -314,6 +403,8 @@ bool BreakoutView::check_level_complete() {
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void BreakoutView::next_level() {
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level++;
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play_level_complete();
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chThdSleepMilliseconds(500); // Give time for sound to play
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init_level();
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draw_screen();
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}
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@ -322,9 +413,11 @@ void BreakoutView::handle_game_over() {
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game_state = STATE_GAME_OVER;
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gameover_blink_state = true;
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gameover_blink_counter = 0;
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play_game_over();
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}
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void BreakoutView::show_menu() {
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// Only draw the static parts once
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if (menu_blink_counter == 0) {
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cls();
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background(COLOR_BACKGROUND);
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@ -338,23 +431,30 @@ void BreakoutView::show_menu() {
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painter.draw_string({UI_POS_X_CENTER(20), 130}, style_cyan, "ROTARY: MOVE PADDLE");
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painter.draw_string({UI_POS_X_CENTER(21), 160}, style_cyan, "SELECT: START/LAUNCH");
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painter.draw_string({UI_POS_X_CENTER(25), 190}, style_blue, "========================");
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// Volume adjustment instructions
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painter.draw_string({UI_POS_X_CENTER(24), 220}, style_cyan, "Press UP/DOWN for Volume");
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// Draw volume control at bottom
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draw_menu_volume_bar();
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}
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auto style_red = *ui::Theme::getInstance()->fg_red;
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// Only flash the "PRESS SELECT" text
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if (++menu_blink_counter >= 30) {
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menu_blink_counter = 0;
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menu_blink_counter = 1; // Keep it at 1 so we don't redraw everything
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menu_blink_state = !menu_blink_state;
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painter.fill_rectangle({UI_POS_X_CENTER(17), 228, 128, 20}, Color::black());
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auto style_red = *ui::Theme::getInstance()->fg_red;
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painter.fill_rectangle({UI_POS_X_CENTER(17), 238, 128, 20}, Color::black());
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if (menu_blink_state) {
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painter.draw_string({UI_POS_X_CENTER(17), 230}, style_red, "* PRESS SELECT *");
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painter.draw_string({UI_POS_X_CENTER(17), 240}, style_red, "* PRESS SELECT *");
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}
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}
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}
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void BreakoutView::show_game_over() {
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// Only draw the static parts once
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if (gameover_blink_counter == 0) {
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cls();
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background(COLOR_BACKGROUND);
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@ -366,12 +466,12 @@ void BreakoutView::show_game_over() {
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painter.draw_string({UI_POS_X_CENTER(11), 150}, style_yellow, "SCORE: " + std::to_string(score));
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}
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auto style_green = *ui::Theme::getInstance()->fg_green;
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// Only flash the "PRESS SELECT" text
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if (++gameover_blink_counter >= 30) {
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gameover_blink_counter = 0;
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gameover_blink_counter = 1; // Keep it at 1 so we don't redraw everything
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gameover_blink_state = !gameover_blink_state;
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auto style_green = *ui::Theme::getInstance()->fg_green;
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painter.fill_rectangle({UI_POS_X_CENTER(13), 198, 96, 20}, Color::black());
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if (gameover_blink_state) {
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@ -385,17 +485,169 @@ void BreakoutView::reset_game() {
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score = 0;
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lives = 3;
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game_state = STATE_PLAYING;
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dummy.focus();
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init_level();
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draw_screen();
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}
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// Sound effect implementations with timing control
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void BreakoutView::play_paddle_hit() {
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if (sound_enabled) {
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uint32_t current_time = chTimeNow();
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if (current_time - last_sound_time >= min_sound_interval) {
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baseband::request_beep_stop(); // Stop any previous sound
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chThdSleepMilliseconds(5); // Small delay
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baseband::request_audio_beep(440, 24000, 40); // 440Hz A4, 40ms
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last_sound_time = current_time;
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}
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}
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}
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void BreakoutView::play_brick_hit() {
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if (sound_enabled) {
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uint32_t current_time = chTimeNow();
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if (current_time - last_sound_time >= min_sound_interval) {
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baseband::request_beep_stop(); // Stop any previous sound
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chThdSleepMilliseconds(5); // Small delay
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// Higher pitch that varies with remaining bricks
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uint32_t freq = 880 + ((25 - brick_count) * 20); // Gets higher as bricks are destroyed
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baseband::request_audio_beep(freq, 24000, 30);
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last_sound_time = current_time;
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}
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}
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}
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void BreakoutView::play_wall_hit() {
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if (sound_enabled) {
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uint32_t current_time = chTimeNow();
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if (current_time - last_sound_time >= min_sound_interval) {
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baseband::request_beep_stop(); // Stop any previous sound
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chThdSleepMilliseconds(5); // Small delay
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baseband::request_audio_beep(220, 24000, 120); // 220Hz A3, 120ms
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last_sound_time = current_time;
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}
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}
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}
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void BreakoutView::play_death_sound() {
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if (sound_enabled) {
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baseband::request_audio_beep(493, 24000, 150); // B4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(466, 24000, 150); // Bb4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(440, 24000, 150); // A4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(415, 24000, 150); // Ab4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(392, 24000, 150); // G4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(369, 24000, 150); // Gb4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(349, 24000, 150); // F4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(329, 24000, 150); // E4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(293, 24000, 150); // D4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(261, 24000, 150); // C4
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chThdSleepMilliseconds(180);
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baseband::request_audio_beep(196, 24000, 200); // G3
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chThdSleepMilliseconds(230);
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baseband::request_audio_beep(130, 24000, 300); // C3
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}
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}
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void BreakoutView::play_game_over() {
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if (sound_enabled) {
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// First phrase
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baseband::request_audio_beep(392, 24000, 300); // G4
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chThdSleepMilliseconds(350);
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baseband::request_audio_beep(392, 24000, 150); // G4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(392, 24000, 150); // G4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(311, 24000, 500); // Eb4 - long
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chThdSleepMilliseconds(600);
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// Second phrase
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baseband::request_audio_beep(349, 24000, 300); // F4
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chThdSleepMilliseconds(350);
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baseband::request_audio_beep(349, 24000, 150); // F4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(349, 24000, 150); // F4
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chThdSleepMilliseconds(200);
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baseband::request_audio_beep(294, 24000, 500); // D4 - long
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chThdSleepMilliseconds(600);
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// Final phrase - slower and more dramatic
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baseband::request_audio_beep(262, 24000, 200); // C4
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chThdSleepMilliseconds(250);
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baseband::request_audio_beep(247, 24000, 200); // B3
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chThdSleepMilliseconds(250);
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baseband::request_audio_beep(233, 24000, 200); // Bb3
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chThdSleepMilliseconds(250);
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baseband::request_audio_beep(220, 24000, 200); // A3
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chThdSleepMilliseconds(250);
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baseband::request_audio_beep(196, 24000, 200); // G3
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chThdSleepMilliseconds(250);
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baseband::request_audio_beep(175, 24000, 200); // F3
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chThdSleepMilliseconds(250);
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baseband::request_audio_beep(131, 24000, 600); // C3
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}
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}
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void BreakoutView::play_level_complete() {
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if (sound_enabled) {
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baseband::request_beep_stop(); // Stop any previous sound
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chThdSleepMilliseconds(10);
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baseband::request_audio_beep(1047, 24000, 300); // 1047Hz C6, 300ms
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}
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}
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BreakoutView::BreakoutView(NavigationView& nav)
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: nav_{nav}, bricks{} { // Add bricks{} here
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: nav_{nav}, bricks{} {
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// Initialize audio system for beeps FIRST
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baseband::run_prepared_image(portapack::memory::map::m4_code.base()); // Load the audio beep baseband
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add_children({&dummy});
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// Initialize audio
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audio::set_rate(audio::Rate::Hz_24000);
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audio::output::start();
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// Set initial volume to 80% and ensure sound is ON
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volume_level = 80;
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sound_enabled = true; // Make sure this is explicitly set to ON
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// Set the actual volume
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int db = (volume_level - 99) * 60 / 99; // Maps to roughly -12dB for 80%
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audio::headphone::set_volume(volume_t::decibel(db));
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attach(1.0 / 60.0);
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}
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BreakoutView::~BreakoutView() {
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// Clean shutdown
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baseband::request_beep_stop();
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receiver_model.disable();
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baseband::shutdown();
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audio::output::stop();
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}
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void BreakoutView::on_show() {
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// Nothing needed here, initialization done in constructor
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}
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void BreakoutView::on_hide() {
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// Additional cleanup
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baseband::request_beep_stop();
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audio::output::stop();
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}
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void BreakoutView::focus() {
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dummy.focus();
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}
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void BreakoutView::paint(Painter& painter) {
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@ -433,16 +685,33 @@ bool BreakoutView::on_key(const KeyEvent key) {
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} else if (game_state == STATE_PLAYING && ball_attached) {
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launch_ball();
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} else if (game_state == STATE_GAME_OVER) {
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reset_game();
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// Return to menu after game over
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game_state = STATE_MENU;
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menu_blink_counter = 0;
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init_game();
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}
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} else if (key == KeyEvent::Left && game_state == STATE_PLAYING) {
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move_paddle_left();
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} else if (key == KeyEvent::Right && game_state == STATE_PLAYING) {
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move_paddle_right();
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} else if (key == KeyEvent::Up && game_state == STATE_MENU) {
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// Only adjust volume in menu
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adjust_volume(5);
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if (!sound_enabled) sound_enabled = true;
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set_dirty();
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} else if (key == KeyEvent::Down && game_state == STATE_MENU) {
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// Only adjust volume in menu
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adjust_volume(-5);
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set_dirty();
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}
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set_dirty();
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return true;
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}
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bool BreakoutView::on_touch(const TouchEvent event) {
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(void)event; // Intentionally unused - touch disabled to avoid nav bar issues
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace ui::external_app::breakout
|
||||
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