Play (wrong) door sound effect when the door opens or closes

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-15 21:13:41 +01:00
parent b3b909a9b6
commit b0852543b0
18 changed files with 268 additions and 485 deletions

View File

@@ -2,9 +2,10 @@ import 'dart:typed_data';
import 'package:audioplayers/audioplayers.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_synth/src/imf_renderer.dart';
class WolfAudio {
class WolfAudio implements EngineAudio {
bool _isInitialized = false;
// --- Music State ---
@@ -16,9 +17,11 @@ class WolfAudio {
final List<AudioPlayer> _sfxPlayers = [];
int _currentSfxIndex = 0;
@override
WolfensteinData? activeGame;
/// Initializes the audio engine and pre-allocates the SFX pool.
@override
Future<void> init() async {
if (_isInitialized) return;
@@ -45,6 +48,7 @@ class WolfAudio {
}
/// Disposes of the audio engine and frees resources.
@override
void dispose() {
stopMusic();
_musicPlayer.dispose();
@@ -79,6 +83,7 @@ class WolfAudio {
}
}
@override
Future<void> stopMusic() async {
if (!_isInitialized) return;
await _musicPlayer.stop();
@@ -92,12 +97,14 @@ class WolfAudio {
if (_isInitialized) await _musicPlayer.resume();
}
@override
Future<void> playMenuMusic() async {
final data = activeGame;
if (data == null || data.music.length <= 1) return;
await playMusic(data.music[1]);
}
@override
Future<void> playLevelMusic(WolfLevel level) async {
final data = activeGame;
if (data == null || data.music.isEmpty) return;
@@ -114,21 +121,38 @@ class WolfAudio {
// SFX MANAGEMENT
// ==========================================
/// Plays a sound effect from a WAV byte array using the round-robin pool.
Future<void> playSfx(Uint8List wavBytes) async {
if (!_isInitialized) return;
@override
Future<void> playSoundEffect(int sfxId) async {
print("Playing sfx id $sfxId");
if (!_isInitialized || activeGame == null) return;
// 1. Get the raw 8-bit unsigned PCM bytes from the game data
final Uint8List raw8bitBytes = activeGame!.sounds[sfxId].bytes;
if (raw8bitBytes.isEmpty) return;
// 2. Convert 8-bit Unsigned PCM -> 16-bit Signed PCM
// Wolf3D raw sounds are biased at 128.
final Int16List converted16bit = Int16List(raw8bitBytes.length);
for (int i = 0; i < raw8bitBytes.length; i++) {
// (sample - 128) shifts it to signed 8-bit range (-128 to 127)
// Multiplying by 256 scales it to 16-bit range (-32768 to 32512)
converted16bit[i] = (raw8bitBytes[i] - 128) * 256;
}
// 3. Wrap in a WAV header (Wolf3D digitized sounds are 7000Hz Mono)
final wavBytes = ImfRenderer.createWavFile(
converted16bit,
sampleRate: 7000,
);
try {
// Grab the next available player in the pool
final player = _sfxPlayers[_currentSfxIndex];
// Move to the next index, looping back to 0 if we hit the max
_currentSfxIndex = (_currentSfxIndex + 1) % _maxSfxChannels;
// Play the sound (this interrupts whatever this specific channel was playing)
// Note: We use BytesSource because createWavFile returns Uint8List (the file bytes)
await player.play(BytesSource(wavBytes));
} catch (e) {
print("WolfAudio: Error playing SFX - $e");
print("WolfAudio: SFX Error - $e");
}
}
}

View File

@@ -11,6 +11,7 @@ resolution: workspace
dependencies:
audioplayers: ^6.6.0
wolf_3d_data_types:
wolf_3d_engine:
dev_dependencies:
lints: ^6.0.0