audio: add various sound assets (#7)
Reviewed-on: #7 Co-authored-by: A.M. Rowsell <amr@frzn.dev> Co-committed-by: A.M. Rowsell <amr@frzn.dev>
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14 changed files with 53 additions and 12 deletions
43
src/audio.c
43
src/audio.c
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@ -72,7 +72,24 @@ void audio_play_move(void) {
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void audio_play_attack(void) {
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// Mid-range hit sound
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play_tone(400.0f, 0.1f, 0.5f);
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// play_tone(400.0f, 0.1f, 0.5f);
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int choice = GetRandomValue(1, 3);
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Sound attack;
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switch (choice) {
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case 1:
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attack = LoadSound("./assets/sounds/sword1.wav");
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break;
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case 2:
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attack = LoadSound("./assets/sounds/sword2.wav");
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break;
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case 3:
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attack = LoadSound("./assets/sounds/sword3.wav");
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break;
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default:
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attack = LoadSound("./assets/sounds/sword1.wav");
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break;
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}
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PlaySound(attack);
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}
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void audio_play_item_pickup(void) {
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@ -94,14 +111,30 @@ void audio_play_player_damage(void) {
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void audio_play_stairs(void) {
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// Ascending stairs sound
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play_tone(400.0f, 0.1f, 0.3f);
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play_tone(600.0f, 0.1f, 0.3f);
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play_tone(800.0f, 0.15f, 0.3f);
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Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav");
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PlaySound(staircase);
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}
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void audio_play_dodge(void) {
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// High-pitched whoosh
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play_tone(900.0f, 0.08f, 0.3f);
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// play_tone(900.0f, 0.08f, 0.3f);
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int choice = GetRandomValue(1, 3);
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Sound dodge;
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switch (choice) {
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case 1:
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dodge = LoadSound("./assets/sounds/dodge1.wav");
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break;
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case 2:
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dodge = LoadSound("./assets/sounds/dodge2.wav");
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break;
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case 3:
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dodge = LoadSound("./assets/sounds/dodge3.wav");
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break;
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default:
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dodge = LoadSound("./assets/sounds/dodge1.wav");
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break;
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}
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PlaySound(dodge);
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}
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void audio_play_block(void) {
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