Delegate all audio management to the new audio package, then manage that through a new wolf3d class
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -1,150 +0,0 @@
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import 'package:flutter/material.dart';
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import 'package:flutter_soloud/flutter_soloud.dart';
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_synth/wolf_3d_synth.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/renderer/renderer.dart';
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import 'package:wolf_dart/wolf_3d.dart';
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class DifficultyScreen extends StatefulWidget {
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const DifficultyScreen({
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super.key,
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});
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@override
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State<DifficultyScreen> createState() => _DifficultyScreenState();
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}
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class _DifficultyScreenState extends State<DifficultyScreen> {
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AudioSource? _menuMusicSource;
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SoundHandle? _menuMusicHandle;
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bool get isShareware => Wolf3d.I.activeGame.version == GameVersion.shareware;
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@override
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void initState() {
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super.initState();
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_playMenuMusic();
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}
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Future<void> _playMenuMusic() async {
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final soloud = SoLoud.instance;
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if (!soloud.isInitialized) {
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return;
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}
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// 2. We only want to play music if the IMF data actually exists
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if (Wolf3d.I.music.isNotEmpty) {
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// Get the first track (usually the menu theme "Wondering About My Loved Ones")
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final music = Wolf3d.I.music.first;
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// Render the hardware instructions into PCM and wrap in a WAV header
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final pcmSamples = ImfRenderer.render(music);
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final wavBytes = ImfRenderer.createWavFile(pcmSamples);
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// 3. Load the bytes into SoLoud's memory
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// The 'menu_theme.wav' string is just a dummy name to tell SoLoud it's dealing with a WAV format
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_menuMusicSource = await soloud.loadMem('menu_theme.wav', wavBytes);
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// 4. Play the source and tell it to loop continuously!
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_menuMusicHandle = await soloud.play(
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_menuMusicSource!,
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looping: true,
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);
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}
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}
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@override
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void dispose() {
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_cleanupAudio();
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super.dispose();
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}
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void _cleanupAudio() {
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final soloud = SoLoud.instance;
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// Stop the playback
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if (_menuMusicHandle != null) {
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soloud.stop(_menuMusicHandle!);
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}
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// Free the raw WAV data from C++ memory
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if (_menuMusicSource != null) {
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soloud.disposeSource(_menuMusicSource!);
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}
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}
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void _startGame(Difficulty difficulty, {bool showGallery = false}) {
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// Stop the music and clear memory right before we push the new route
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_cleanupAudio();
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Navigator.of(context).pushReplacement(
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MaterialPageRoute(
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builder: (_) => WolfRenderer(
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Wolf3d.I.activeGame,
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difficulty: difficulty,
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isShareware: isShareware,
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showSpriteGallery: showGallery,
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),
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),
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);
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}
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@override
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Widget build(BuildContext context) {
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return Scaffold(
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backgroundColor: Colors.black,
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floatingActionButton: FloatingActionButton(
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backgroundColor: Colors.red[900],
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onPressed: () => _startGame(Difficulty.bringEmOn, showGallery: true),
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child: const Icon(Icons.bug_report, color: Colors.white),
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),
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body: Center(
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child: Column(
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mainAxisAlignment: MainAxisAlignment.center,
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children: [
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const Text(
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'HOW TOUGH ARE YOU?',
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style: TextStyle(
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color: Colors.red,
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fontSize: 32,
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fontWeight: FontWeight.bold,
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fontFamily: 'Courier',
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),
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),
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const SizedBox(height: 40),
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// --- Difficulty Buttons ---
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ListView.builder(
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shrinkWrap: true,
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itemCount: Difficulty.values.length,
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itemBuilder: (context, index) {
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final Difficulty difficulty = Difficulty.values[index];
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return Padding(
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padding: const EdgeInsets.symmetric(vertical: 8.0),
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child: ElevatedButton(
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style: ElevatedButton.styleFrom(
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backgroundColor: Colors.blueGrey[900],
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foregroundColor: Colors.white,
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minimumSize: const Size(300, 50),
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shape: RoundedRectangleBorder(
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borderRadius: BorderRadius.circular(4),
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),
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),
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onPressed: () => _startGame(difficulty),
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child: Text(
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difficulty.title,
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style: const TextStyle(fontSize: 18),
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),
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),
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);
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},
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),
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],
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),
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),
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);
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}
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}
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