pub struct RunnerAudio { /* private fields */ }Expand description
Audio for a crate::game::RunnerGame: an AudioLibrary plus a lazily
initialised engine, driven either by a cpal output stream (native) or by
PCM pull-rendering (WASM). Silent by default; every method is a safe
no-op in silent mode.
Implementations§
Source§impl RunnerAudio
impl RunnerAudio
Sourcepub fn new(data_root: &Path, allow_device: bool) -> Self
pub fn new(data_root: &Path, allow_device: bool) -> Self
Load every track under <data_root>/audio/ (recursively) from disk.
Convenience for from_files over a DiskFiles
rooted at data_root.
Sourcepub fn from_files(
files: &dyn ProjectFiles,
data_root_rel: &str,
allow_device: bool,
) -> Self
pub fn from_files( files: &dyn ProjectFiles, data_root_rel: &str, allow_device: bool, ) -> Self
VFS form of new: load every track under
<data_root_rel>/audio/ (recursively). A missing directory or an
unloadable library yields an empty library — silent mode, not an
error.
Sourcepub fn track_count(&self) -> usize
pub fn track_count(&self) -> usize
Number of loaded JSON tracks (0 ⇒ every command is a silent no-op).
Sourcepub fn has_track(&self, id: &str) -> bool
pub fn has_track(&self, id: &str) -> bool
Whether a track with this id exists in either library (JSON first,
then files, when the modern-audio feature is on).
Sourcepub fn has_output(&self) -> bool
pub fn has_output(&self) -> bool
Whether the cpal output stream is live (test/debug introspection).
Sourcepub fn set_pcm_render(&mut self, on: bool)
pub fn set_pcm_render(&mut self, on: bool)
Switch PCM pull-render mode on/off (see the module docs). In PCM mode
play commands create the engine even with no usable output device —
cpal is never touched — and the host pulls samples via
render_samples. Off by default (native).
Sourcepub fn render_samples(&mut self, frames: usize) -> Vec<f32>
pub fn render_samples(&mut self, frames: usize) -> Vec<f32>
Render frames stereo PCM frames from the engine: interleaved L/R
f32 samples (length 2 * frames) at 44100 Hz, normalised exactly
like the cpal callback. Returns an empty Vec when no engine exists
yet (silent mode, or no play command has arrived).
Each call advances the APU — call this instead of (never in addition
to) a live output stream, and advance the sequencer with
update_frame once per video frame as usual.
Sourcepub fn update_frame(&mut self)
pub fn update_frame(&mut self)
Advance the sequencer one video frame (called from
RunnerGame::update); a no-op in
silent mode. Runs against the engine, so the sequencer and fades
advance in PCM render mode too.
Sourcepub fn play_music(&mut self, id: &str)
pub fn play_music(&mut self, id: &str)
Start a background-music track by id. No-op if that track is already the active BGM (re-entering a map doesn’t restart its theme). Cancels any in-progress fade and restores full volume.
JSON TrackDef tracks take precedence; with the modern-audio
feature, ids that match a file track (extension-stripped
audio/-relative path) play as looping streamed audio instead.
Sourcepub fn play_sound(&mut self, id: &str)
pub fn play_sound(&mut self, id: &str)
Play a one-shot sound effect by id (always retriggers). JSON tracks take precedence; file tracks play as one-shots on the SFX bus.
Sourcepub fn stop_music(&mut self)
pub fn stop_music(&mut self)
Stop all background music immediately (chiptune and file audio).
Sourcepub fn fade_out_music(&mut self)
pub fn fade_out_music(&mut self)
Begin fading the current music out to silence, then stop it. No-op if no music is playing or a fade is already under way. Fades whichever kind of music is actually playing (chiptune fades through the APU master volume; file music fades through the modern mixer).
Auto Trait Implementations§
impl !RefUnwindSafe for RunnerAudio
impl !Send for RunnerAudio
impl !Sync for RunnerAudio
impl !UnwindSafe for RunnerAudio
impl Freeze for RunnerAudio
impl Unpin for RunnerAudio
impl UnsafeUnpin for RunnerAudio
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