Fix door opening sound
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -38,7 +38,7 @@ class _EpisodeScreenState extends State<EpisodeScreen> {
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FloatingActionButtonLocation.miniCenterFloat,
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floatingActionButton: Row(
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children: [
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FloatingActionButton(
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ElevatedButton(
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onPressed: () {
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Navigator.of(context).push(
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MaterialPageRoute(
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@@ -50,7 +50,7 @@ class _EpisodeScreenState extends State<EpisodeScreen> {
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},
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child: Text('VGA Gallery'),
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),
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FloatingActionButton(
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ElevatedButton(
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onPressed: () {
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Navigator.of(context).push(
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MaterialPageRoute(
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@@ -51,8 +51,8 @@ typedef WolfMusicMap = List<int>;
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/// Use these to index into `activeGame.sounds[id]`.
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abstract class WolfSound {
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// --- Doors & Environment ---
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static const int openDoor = 18;
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static const int closeDoor = 19;
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static const int openDoor = 8;
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static const int closeDoor = 9;
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static const int pushWall = 46; // Secret sliding walls
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// --- Weapons & Combat ---
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@@ -2,6 +2,7 @@ import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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abstract class EngineAudio {
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WolfensteinData? activeGame;
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Future<void> debugSoundTest();
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void playMenuMusic();
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void playLevelMusic(WolfLevel level);
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void stopMusic();
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@@ -31,4 +31,9 @@ class CliSilentAudio implements EngineAudio {
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@override
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void dispose() {}
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@override
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Future<void> debugSoundTest() async {
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return Future.value(null);
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}
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}
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@@ -1,30 +1,4 @@
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# This file configures the static analysis results for your project (errors,
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# warnings, and lints).
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#
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# This enables the 'recommended' set of lints from `package:lints`.
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# This set helps identify many issues that may lead to problems when running
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# or consuming Dart code, and enforces writing Dart using a single, idiomatic
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# style and format.
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#
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# If you want a smaller set of lints you can change this to specify
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# 'package:lints/core.yaml'. These are just the most critical lints
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# (the recommended set includes the core lints).
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# The core lints are also what is used by pub.dev for scoring packages.
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include: package:flutter_lints/flutter.yaml
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include: package:lints/recommended.yaml
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# Uncomment the following section to specify additional rules.
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# linter:
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# rules:
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# - camel_case_types
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# analyzer:
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# exclude:
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# - path/to/excluded/files/**
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# For more information about the core and recommended set of lints, see
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# https://dart.dev/go/core-lints
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# For additional information about configuring this file, see
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# https://dart.dev/guides/language/analysis-options
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formatter:
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trailing_commas: preserve
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@@ -10,7 +10,11 @@ class Door {
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int openTime = 0;
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static const int openDurationMs = 3000;
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Door({required this.x, required this.y, required this.mapId});
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Door({
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required this.x,
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required this.y,
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required this.mapId,
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});
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/// Updates animation. Returns the NEW state if it changed this frame, else null.
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DoorState? update(int currentTimeMs) {
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@@ -1,4 +1,4 @@
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include: package:flutter_lints/flutter.yaml
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# Additional information about this file can be found at
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# https://dart.dev/guides/language/analysis-options
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formatter:
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trailing_commas: preserve
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@@ -33,6 +33,11 @@ class FlutterAudioAdapter implements EngineAudio {
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Wolf3d.I.audio.dispose();
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}
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@override
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Future<void> debugSoundTest() async {
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Wolf3d.I.audio.debugSoundTest();
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}
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@override
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WolfensteinData? get activeGame => Wolf3d.I.activeGame;
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@@ -6,7 +6,8 @@ import 'package:wolf_3d_engine/wolf_3d_engine.dart';
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import 'package:wolf_3d_synth/src/imf_renderer.dart';
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class WolfAudio implements EngineAudio {
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void debugSoundTest() {
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@override
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Future<void> debugSoundTest() async {
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// Play the first 50 sounds with a 2-second gap to identify them
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for (int i = 0; i < 50; i++) {
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Future.delayed(Duration(seconds: i * 2), () {
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