Feature/game over audio (#494)
* initial additions * Move current_blind to game vars * tmp * tmp * tmp * tmp * tmp * tmp * tmp * Compile but is broken * temp fix for token location * tmp * Working, lets clean up * remove todo * Remove odd reroll blind variable * fix skipping blind screen * fix reroll * remove magic for blind token locations * clang format * Cleanup button highlight in blind menu * some cleanup * Add layout file for global UI rects * remove dead code * Clang format * clang format it up * Move reset top left funct to gfx utils * make note of soon-to-be removed vars * Cleanup gamevars declaration * Cleanup layout file * Apply suggestions from code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Add include for stdbool.h in common_ui.h * Cleanup rect declaration * Start moving state machine stuff to new file * quick tmp * oops, add new files * working call list * fixed pointer stuff * working as per norm * working replacement * move defines to static const * fix compile issue * Add some missing "void"s * Working new substates * add statemachine to blind select * Fix game restart statemachine leak * clang-format * Clang format * Rework shop exit logic * Use new state machine in shop * Remove substates entirely * Remove debug stuff * Clang format * document state machine better * update list tests * clang-format * Update for PR * Claaaaang format * another clang-format * Remove extra state in round_end * cleanup docs for removals in lists * clang-format... again * update doxygen format * Clang format * tmp * Update for Pr * clang-format * Cleanup for only supporting losing * bug fix, thanks logs! * Fix dangling pointer bug The control of removing statemachines may call issues if starting the function is done from another state machine call. To remedy this, add a flag to determine if a state machine is registered and return early instead of blindly removing it to re-add. * Fix bug with audio iterations possibly going in reverse * Remove extra includes * Clang-format * Add sound effects for game win/lose * adjust audio steps * tmp * Nice sounding and cleaned up * Fix and cleanup * clang-format * clang-format * clang format again --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Copilot Autofix powered by AI
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@@ -1,17 +1,150 @@
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/**
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* @file audio_utils.c
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*
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* @brief Audio utility functions implementation.
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*/
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#include "audio_utils.h"
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#include "game_variables.h"
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#include "mgba_logger.h"
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#include "state_machine.h"
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#include "util.h"
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#include <maxmod.h>
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#include <stdlib.h>
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typedef struct
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{
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s32 target;
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s32 stride;
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} AudioParamReq;
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typedef struct
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{
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s32 current;
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AudioParamReq req;
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} AudioParam;
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// clang-format off
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#define AUDIO_PARAM_REQ_DEFAULT { .target = 0, .stride = 0 }
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#define AUDIO_PARAM_DEFINE(init_val) { .current = init_val, .req = AUDIO_PARAM_REQ_DEFAULT }
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// clang-format on
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typedef struct
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{
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AudioParam pitch;
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AudioParam tempo;
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AudioParam volume;
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} MusicPlayerState;
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static const u32 DEFAULT_PITCH = 0x400;
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static const u32 DEFAULT_TEMPO = 0x400;
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static const u32 DEFAULT_VOLUME = MM_MODULE_FULL_VOLUME;
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static const u32 MUSIC_CHANGE_FRAMES = 75;
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static const u32 VOLUME_CHANGE_FRAMES = MUSIC_CHANGE_FRAMES / 3;
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static void set_audio_param_req(AudioParam* param, s32 target, s32 steps);
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static void speed_change_update(void);
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static MusicPlayerState music_player = {
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.pitch = AUDIO_PARAM_DEFINE(DEFAULT_PITCH),
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.tempo = AUDIO_PARAM_DEFINE(DEFAULT_TEMPO),
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.volume = AUDIO_PARAM_DEFINE(DEFAULT_VOLUME),
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};
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static StateInfo state_info[] = {
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STATE_INFO_UPDATE_FN_ONLY(speed_change_update),
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};
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static StateMachine song_speed_sm = STATE_MACHINE_DEFINE(state_info, 1);
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static void set_audio_param_req(AudioParam* param, s32 target, s32 steps)
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{
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int offset = target - param->current;
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// if '0' set to '1'
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steps |= !steps;
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param->req.stride = offset / steps;
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param->req.stride = !param->req.stride ? SIGN(offset) : param->req.stride;
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param->req.target = target;
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}
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/**
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* @brief Update the @ref AudioParam for the music transition state machine for audio transitions
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*
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* @return true if target is reached, false otherwise
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*/
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static inline bool audio_param_update(AudioParam* param)
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{
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if (abs(param->current - param->req.target) <= abs(param->req.stride))
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{
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param->current = param->req.target;
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return true;
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}
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param->current += param->req.stride;
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return false;
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}
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static void speed_change_update(void)
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{
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bool tempo_reached = audio_param_update(&music_player.tempo);
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bool pitch_reached = audio_param_update(&music_player.pitch);
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bool volume_reached = audio_param_update(&music_player.volume);
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mmSetModuleTempo(music_player.tempo.current);
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mmSetModulePitch(music_player.pitch.current);
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set_volume(music_player.volume.current);
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if (tempo_reached && pitch_reached && volume_reached)
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state_machine_remove(&song_speed_sm);
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}
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void play_sfx(mm_word id, mm_word rate, mm_byte volume)
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{
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int adj_volume = volume * g_game_vars.sound_volume / VOLUME_OPTION_MAX;
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mm_sound_effect sfx = {
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{id},
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rate,
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0,
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(volume * g_game_vars.sound_volume) / VOLUME_OPTION_MAX,
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adj_volume,
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SFX_DEFAULT_PAN,
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};
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mmEffectEx(&sfx);
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}
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void play_lose_music(void)
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{
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const u32 slow_music_speed = 0x200;
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// Don't adjust the volume if already on the lowest setting, otherwise it's not audible
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u32 vol = g_game_vars.music_volume;
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// Don't divide the audio by half if it's one, just sounds bad
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// This works too, not for negative numbers. It's neat.
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// vol |= !((vol - 1) > 0);
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vol = (vol == 1) ? 1 : vol / 2;
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u32 target_vol = volume_module_step_to_val(vol);
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set_audio_param_req(&music_player.pitch, slow_music_speed, MUSIC_CHANGE_FRAMES);
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set_audio_param_req(&music_player.tempo, slow_music_speed, MUSIC_CHANGE_FRAMES);
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set_audio_param_req(&music_player.volume, target_vol, VOLUME_CHANGE_FRAMES);
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state_machine_register(&song_speed_sm);
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state_machine_change_state(&song_speed_sm, 0);
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}
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void play_regular_music(void)
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{
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u32 target_vol = volume_module_step_to_val(g_game_vars.music_volume);
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set_audio_param_req(&music_player.pitch, DEFAULT_PITCH, MUSIC_CHANGE_FRAMES);
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set_audio_param_req(&music_player.tempo, DEFAULT_TEMPO, MUSIC_CHANGE_FRAMES);
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set_audio_param_req(&music_player.volume, target_vol, VOLUME_CHANGE_FRAMES);
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state_machine_register(&song_speed_sm);
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state_machine_change_state(&song_speed_sm, 0);
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}
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void set_volume(int volume)
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{
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music_player.volume.current = volume;
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mmSetModuleVolume(volume);
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}
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