added music theory #5
|
@ -14,6 +14,10 @@ exclude = ["src/main.rs"]
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|||
version = "0.35.2"
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||||
features = ["image", "ttf"]
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||||
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||||
[dependencies]
|
||||
rodio = { version = "0.15.0", optional = true}
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||||
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||||
[features]
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||||
default = []
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||||
default = ["audio"]
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||||
static = ["sdl2/static-link", "sdl2/bundled"]
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||||
audio = ["dep:rodio"]
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||||
|
|
BIN
output.mp3
Normal file
BIN
output.mp3
Normal file
Binary file not shown.
29
src/lib.rs
29
src/lib.rs
|
@ -100,7 +100,7 @@ use std::{
|
|||
path::Path,
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||||
slice::IterMut,
|
||||
};
|
||||
|
||||
use std::{thread};
|
||||
use sdl2::{
|
||||
image::ImageRWops,
|
||||
mouse::MouseButton,
|
||||
|
@ -112,7 +112,10 @@ use sdl2::{
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|||
video::{Window, WindowBuildError, WindowContext},
|
||||
EventPump, IntegerOrSdlError,
|
||||
};
|
||||
|
||||
use std::fs::File;
|
||||
use std::io::BufReader;
|
||||
#[cfg(feature = "audio")]
|
||||
use rodio::{self, Decoder, OutputStream, source::Source};
|
||||
use vec2::Vec2Int;
|
||||
|
||||
#[doc(no_inline)]
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||||
|
@ -758,7 +761,7 @@ impl Game {
|
|||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
|
||||
/// Stops the game loop. This method should be called inside the closure that you passed to [`Self::run()`].
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||||
/// ```
|
||||
/// # use cat_box::Game;
|
||||
|
@ -770,3 +773,23 @@ impl Game {
|
|||
self.stopped.set(true);
|
||||
}
|
||||
}
|
||||
/// Plays an audio file given the path of file and plays it for y seconds
|
||||
/// ```
|
||||
/// play(String::from("/path/to/song.mp3", 15));
|
||||
/// ```
|
||||
#[cfg(feature = "audio")]
|
||||
pub fn play<P: AsRef<Path> + std::marker::Send + 'static>(x: P, y: u64) -> thread::JoinHandle<()> {
|
||||
thread::spawn(move || {
|
||||
let (_stream, stream_handle) = OutputStream::try_default().unwrap();
|
||||
// Load a sound from a file, using a path relative to Cargo.toml
|
||||
let file = BufReader::new(File::open(x).unwrap());
|
||||
// Decode that sound file into a source
|
||||
let source = Decoder::new(file).unwrap();
|
||||
// Play the sound directly on the device
|
||||
stream_handle.play_raw(source.convert_samples()).unwrap();
|
||||
|
||||
// The sound plays in a separate audio thread,
|
||||
// so we need to keep the main thread alive while it's playing.
|
||||
std::thread::sleep(std::time::Duration::from_secs(y));
|
||||
})
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#![warn(clippy::pedantic)]
|
||||
|
||||
use cat_box::{draw_text, get_keyboard_state, get_mouse_state, Game, Sprite, SpriteCollection};
|
||||
use cat_box::{draw_text, get_keyboard_state, get_mouse_state, Game, Sprite, SpriteCollection, play};
|
||||
use sdl2::keyboard::Scancode;
|
||||
|
||||
fn main() {
|
||||
|
@ -19,6 +19,7 @@ fn main() {
|
|||
coll.push(x);
|
||||
}
|
||||
}
|
||||
play(String::from("output.mp3"), 120);
|
||||
game.run(|ctx| {
|
||||
i = (i + 1) % 255;
|
||||
ctx.set_background_colour(i as u8, 64, 255);
|
||||
|
|
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Reference in a new issue