audio: refactor audio asset loading, add crit sound

This commit is contained in:
A.M. Rowsell 2026-04-06 17:51:07 -04:00
commit a315b14dd1
Signed by: amr
GPG key ID: E0879EDBDB0CA7B1
5 changed files with 66 additions and 44 deletions

View file

@ -1,5 +1,6 @@
#include "audio.h"
#include "raylib.h"
#include "common.h"
#include <math.h>
#include <stddef.h>
@ -70,85 +71,80 @@ void audio_play_move(void) {
play_tone(200.0f, 0.05f, 0.3f);
}
void audio_play_attack(void) {
void audio_play_attack(GameState *gs) {
// Mid-range hit sound
// play_tone(400.0f, 0.1f, 0.5f);
int choice = GetRandomValue(1, 3);
Sound attack;
switch (choice) {
case 1:
attack = LoadSound("./assets/sounds/sword1.wav");
PlaySound(gs->sounds.attack1);
break;
case 2:
attack = LoadSound("./assets/sounds/sword2.wav");
PlaySound(gs->sounds.attack2);
break;
case 3:
attack = LoadSound("./assets/sounds/sword3.wav");
PlaySound(gs->sounds.attack3);
break;
default:
attack = LoadSound("./assets/sounds/sword1.wav");
PlaySound(gs->sounds.attack1);
break;
}
PlaySound(attack);
}
void audio_play_item_pickup(void) {
void audio_play_item_pickup(GameState *gs) {
// High-pitched pickup sound
play_tone(800.0f, 0.15f, 0.4f);
Sound pickup = LoadSound("./assets/sounds/itempickup.wav");
PlaySound(pickup);
PlaySound(gs->sounds.pickup);
}
void audio_play_enemy_death(void) {
void audio_play_enemy_death(GameState *gs) {
// Descending death sound
play_tone(300.0f, 0.1f, 0.5f);
play_tone(150.0f, 0.15f, 0.4f);
}
void audio_play_player_damage(void) {
void audio_play_player_damage(GameState *gs) {
// Harsh damage sound
play_tone(150.0f, 0.1f, 0.6f);
play_tone(100.0f, 0.1f, 0.4f);
}
void audio_play_stairs(void) {
void audio_play_stairs(GameState *gs) {
// Ascending stairs sound
Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav");
PlaySound(staircase);
PlaySound(gs->sounds.staircase);
}
void audio_play_dodge(void) {
void audio_play_dodge(GameState *gs) {
// High-pitched whoosh
// play_tone(900.0f, 0.08f, 0.3f);
int choice = GetRandomValue(1, 3);
Sound dodge;
switch (choice) {
case 1:
dodge = LoadSound("./assets/sounds/dodge1.wav");
PlaySound(gs->sounds.dodge1);
break;
case 2:
dodge = LoadSound("./assets/sounds/dodge2.wav");
PlaySound(gs->sounds.dodge2);
break;
case 3:
dodge = LoadSound("./assets/sounds/dodge3.wav");
PlaySound(gs->sounds.dodge3);
break;
default:
dodge = LoadSound("./assets/sounds/dodge1.wav");
PlaySound(gs->sounds.dodge1);
break;
}
PlaySound(dodge);
return;
}
void audio_play_block(void) {
void audio_play_block(GameState *gs) {
// Low-then-mid metallic clang
play_tone(250.0f, 0.06f, 0.5f);
play_tone(350.0f, 0.04f, 0.3f);
}
void audio_play_crit(void) {
void audio_play_crit(GameState *gs) {
// Sharp crack with high-pitched follow
play_tone(600.0f, 0.05f, 0.7f);
play_tone(900.0f, 0.1f, 0.5f);
audio_play_attack(gs);
PlaySound(gs->sounds.crit);
}
void audio_play_proc(void) {