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https://github.com/sehugg/8bitworkshop.git
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106 lines
1.8 KiB
Plaintext
106 lines
1.8 KiB
Plaintext
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//#resource "vcs-ca65.h"
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import "vcslib.ecs"
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component SoundEffect
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duration: 0..255
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sounddata: array of 0..255
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end
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component SoundChannel
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sfx: [SoundEffect]
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timer: 0..255
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end
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// TODO
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component SoundPriority
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priority: 0..15
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end
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system SoundEngine
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locals 3
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on preframe do
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join [SoundChannel]
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with [SoundEffect]
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---
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lda {{base timer}},y
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jeq @nosound
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sec
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sbc #1
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sta {{base timer}},y
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pha
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lda {{<sounddata}}
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sta {{$0}}
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lda {{>sounddata}}
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sta {{$1}} ; save pointer to sound data
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sty {{$2}} ; save Y (sound channel #)
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pla
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tay
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lda ({{$0}}),y ; get sound data
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bpl @setfreq ; hi bit clear = just freq
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ldy {{$2}}
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lsr ; right shift (/ 2)
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bcs @setvol ; lo bit set = volume
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sta AUDC0,y ; lo bit clear = control
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lsr ; also set freq (/ 2)
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@setfreq:
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ldy {{$2}}
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sta AUDF0,y ; set frequency
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jmp @done
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@nosound:
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lda #0
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@setvol:
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sta AUDV0,y ; set volume
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@done:
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---
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// TODO: need to pass sound entity as arg
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on playsound do select [SoundChannel]
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---
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; arg 0 = sound channel
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ldy #{{arg 0}}
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; arg 1 = sound effect #
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lda #{{arg 1}}
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sta {{base sfx}},y
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tax
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---
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// TODO: shouldn't need to split up like this...
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on playsound do select [SoundEffect]
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---
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lda {{base duration}},x
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---
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on playsound do select [SoundChannel]
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---
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sta {{base timer}},y
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; arg 2 = base volume
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lda #{{arg 2}}
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sta AUDV0,y
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---
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end
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// TODO: default entities?
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demo SoundDemo
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using FrameLoop, SoundEngine
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entity SFXScore [SoundEffect]
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const duration = 11
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const sounddata = [
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$02,$03,$04,$08,$10,$20,$10,$20,$10,$08,
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$a8]
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end
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// TODO: make sfx have priority?
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entity SFX1 [SoundChannel] end
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entity SFX2 [SoundChannel] end
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system Test
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on preframeloop do once
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---
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{{!playsound 0 0 15}}
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---
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end
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end demo
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