Updated and fixed audio
This commit is contained in:
@ -31,6 +31,7 @@
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#include "audio/Audio.h"
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#include "audio/MenuWrappers.h"
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#include "audio/SoundEffect.h"
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#include "audio/AudioManager.h"
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#include "core/Config.h"
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#include "core/Settings.h"
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@ -847,19 +848,21 @@ void TetrisApp::Impl::runLoop()
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if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
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if (e.key.scancode == SDL_SCANCODE_M)
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{
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Audio::instance().toggleMute();
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if (auto sys = AudioManager::get()) sys->toggleMute();
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musicEnabled = !musicEnabled;
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Settings::instance().setMusicEnabled(musicEnabled);
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}
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if (e.key.scancode == SDL_SCANCODE_N)
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{
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Audio::instance().skipToNextTrack();
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if (!musicStarted && Audio::instance().getLoadedTrackCount() > 0) {
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if (auto sys = AudioManager::get()) {
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sys->skipToNextTrack();
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if (!musicStarted && sys->getLoadedTrackCount() > 0) {
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musicStarted = true;
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musicEnabled = true;
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Settings::instance().setMusicEnabled(true);
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}
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}
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}
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// K: Toggle sound effects (S is reserved for co-op movement)
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if (e.key.scancode == SDL_SCANCODE_K)
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{
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@ -1322,11 +1325,15 @@ void TetrisApp::Impl::runLoop()
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game->softDropBoost(frameMs);
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if (musicLoadingStarted && !musicLoaded) {
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currentTrackLoading = Audio::instance().getLoadedTrackCount();
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if (Audio::instance().isLoadingComplete() || (totalTracks > 0 && currentTrackLoading >= totalTracks)) {
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Audio::instance().shuffle();
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if (auto sys = AudioManager::get()) {
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currentTrackLoading = sys->getLoadedTrackCount();
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if (sys->isLoadingComplete() || (totalTracks > 0 && currentTrackLoading >= totalTracks)) {
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sys->shuffle();
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musicLoaded = true;
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}
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} else {
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currentTrackLoading = 0;
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}
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}
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if (state == AppState::Playing)
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@ -1712,23 +1719,29 @@ void TetrisApp::Impl::runLoop()
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currentLoadingFile.clear();
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}
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Audio::instance().init();
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if (auto sys = AudioManager::get()) {
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sys->init();
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totalTracks = 0;
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for (int i = 1; i <= 100; ++i) {
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char base[128];
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std::snprintf(base, sizeof(base), "assets/music/music%03d", i);
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std::string path = AssetPath::resolveWithExtensions(base, { ".mp3" });
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if (path.empty()) break;
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Audio::instance().addTrackAsync(path);
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sys->addTrackAsync(path);
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totalTracks++;
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}
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totalLoadingTasks.store(baseTasks + totalTracks);
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if (totalTracks > 0) {
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Audio::instance().startBackgroundLoading();
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sys->startBackgroundLoading();
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musicLoadingStarted = true;
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} else {
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musicLoaded = true;
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}
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} else {
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totalTracks = 0;
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totalLoadingTasks.store(baseTasks + totalTracks);
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musicLoaded = true;
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}
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pixelFont.init(AssetPath::resolveWithBase(Assets::FONT_ORBITRON), 22);
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loadedTasks.fetch_add(1);
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@ -1879,9 +1892,10 @@ void TetrisApp::Impl::runLoop()
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if (totalTracks > 0) {
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musicProgress = musicLoaded ? 0.7 : std::min(0.7, (double)currentTrackLoading / totalTracks * 0.7);
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} else {
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if (Audio::instance().isLoadingComplete()) {
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if (auto sys = AudioManager::get()) {
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if (sys->isLoadingComplete()) {
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musicProgress = 0.7;
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} else if (Audio::instance().getLoadedTrackCount() > 0) {
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} else if (sys->getLoadedTrackCount() > 0) {
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musicProgress = 0.35;
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} else {
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Uint32 elapsedMs = SDL_GetTicks() - static_cast<Uint32>(loadStart);
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@ -1892,6 +1906,15 @@ void TetrisApp::Impl::runLoop()
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musicProgress = 0.0;
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}
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}
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} else {
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Uint32 elapsedMs = SDL_GetTicks() - static_cast<Uint32>(loadStart);
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if (elapsedMs > 1500) {
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musicProgress = 0.7;
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musicLoaded = true;
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} else {
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musicProgress = 0.0;
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}
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}
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}
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double timeProgress = std::min(0.1, (now - loadStart) / 500.0);
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loadingProgress = std::min(1.0, assetProgress + musicProgress + timeProgress);
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@ -1924,7 +1947,7 @@ void TetrisApp::Impl::runLoop()
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menuTrackLoader = std::jthread([]() {
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std::string menuTrack = AssetPath::resolveWithExtensions("assets/music/Every Block You Take", { ".mp3" });
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if (!menuTrack.empty()) {
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Audio::instance().setMenuTrack(menuTrack);
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if (auto sys = AudioManager::get()) sys->setMenuTrack(menuTrack);
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Menu track not found (Every Block You Take)");
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}
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@ -1933,9 +1956,9 @@ void TetrisApp::Impl::runLoop()
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}
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if (state == AppState::Menu) {
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Audio::instance().playMenuMusic();
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if (auto sys = AudioManager::get()) sys->playMenuMusic();
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} else {
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Audio::instance().playGameMusic();
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if (auto sys = AudioManager::get()) sys->playGameMusic();
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}
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musicStarted = true;
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}
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@ -1944,9 +1967,9 @@ void TetrisApp::Impl::runLoop()
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static AppState previousState = AppState::Loading;
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if (state != previousState && musicStarted) {
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if (state == AppState::Menu && previousState == AppState::Playing) {
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Audio::instance().playMenuMusic();
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if (auto sys = AudioManager::get()) sys->playMenuMusic();
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} else if (state == AppState::Playing && previousState == AppState::Menu) {
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Audio::instance().playGameMusic();
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if (auto sys = AudioManager::get()) sys->playGameMusic();
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}
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}
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previousState = state;
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@ -2720,7 +2743,7 @@ void TetrisApp::Impl::shutdown()
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}
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lineEffect.shutdown();
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Audio::instance().shutdown();
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if (auto sys = AudioManager::get()) sys->shutdown();
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SoundEffectManager::instance().shutdown();
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// Destroy textures before tearing down the renderer/window.
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@ -268,7 +268,7 @@ void ApplicationManager::shutdown() {
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m_running = false;
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// Stop audio systems before tearing down SDL to avoid aborts/asserts
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if (auto sys = ::AudioManager::get()) sys->shutdown();
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if (auto sys = AudioManager::get()) sys->shutdown();
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SoundEffectManager::instance().shutdown();
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// Cleanup in reverse order of initialization
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@ -382,11 +382,11 @@ bool ApplicationManager::initializeManagers() {
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// M: Toggle/mute music; start playback if unmuting and not started yet
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if (!consume && sc == SDL_SCANCODE_M) {
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if (auto sys = ::AudioManager::get()) sys->toggleMute();
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if (auto sys = AudioManager::get()) sys->toggleMute();
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m_musicEnabled = !m_musicEnabled;
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if (m_musicEnabled && !m_musicStarted && ::AudioManager::get() && ::AudioManager::get()->getLoadedTrackCount() > 0) {
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::AudioManager::get()->shuffle();
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::AudioManager::get()->start();
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if (m_musicEnabled && !m_musicStarted && AudioManager::get() && AudioManager::get()->getLoadedTrackCount() > 0) {
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AudioManager::get()->shuffle();
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AudioManager::get()->start();
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m_musicStarted = true;
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}
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consume = true;
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@ -394,7 +394,7 @@ bool ApplicationManager::initializeManagers() {
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// N: Skip to next song in the playlist (or restart menu track)
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if (!consume && sc == SDL_SCANCODE_N) {
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if (auto sys = ::AudioManager::get()) { sys->skipToNextTrack(); if (!m_musicStarted && sys->getLoadedTrackCount() > 0) { m_musicStarted = true; m_musicEnabled = true; } }
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if (auto sys = AudioManager::get()) { sys->skipToNextTrack(); if (!m_musicStarted && sys->getLoadedTrackCount() > 0) { m_musicStarted = true; m_musicEnabled = true; } }
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consume = true;
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}
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@ -615,7 +615,7 @@ bool ApplicationManager::initializeGame() {
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// as lambdas that reference members here.
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// Start background music loading similar to main.cpp: Audio init + file discovery
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if (auto sys = ::AudioManager::get()) sys->init();
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if (auto sys = AudioManager::get()) sys->init();
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// Discover available tracks (up to 100) and queue for background loading
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m_totalTracks = 0;
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std::vector<std::string> trackPaths;
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@ -631,14 +631,14 @@ bool ApplicationManager::initializeGame() {
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}
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m_totalTracks = static_cast<int>(trackPaths.size());
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for (const auto& path : trackPaths) {
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if (auto sys = ::AudioManager::get()) sys->addTrackAsync(path);
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if (auto sys = AudioManager::get()) sys->addTrackAsync(path);
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}
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if (m_totalTracks > 0) {
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if (auto sys = ::AudioManager::get()) sys->startBackgroundLoading();
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if (auto sys = AudioManager::get()) sys->startBackgroundLoading();
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// Kick off playback now; Audio will pick a track once decoded.
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// Do not mark as started yet; we'll flip the flag once a track is actually loaded.
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if (m_musicEnabled) {
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if (auto sys = ::AudioManager::get()) { sys->shuffle(); sys->start(); }
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if (auto sys = AudioManager::get()) { sys->shuffle(); sys->start(); }
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m_musicStarted = true;
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}
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m_currentTrackLoading = 1; // mark started
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@ -938,13 +938,13 @@ void ApplicationManager::setupStateHandlers() {
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// Start music as soon as at least one track has decoded (don’t wait for all)
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// Start music as soon as at least one track has decoded (don't wait for all)
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if (m_musicEnabled && !m_musicStarted) {
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if (auto sys = ::AudioManager::get()) {
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if (auto sys = AudioManager::get()) {
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if (sys->getLoadedTrackCount() > 0) { sys->shuffle(); sys->start(); m_musicStarted = true; }
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}
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}
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// Track completion status for UI
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if (!m_musicLoaded) {
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if (auto sys = ::AudioManager::get()) {
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if (auto sys = AudioManager::get()) {
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if (sys->isLoadingComplete()) m_musicLoaded = true;
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}
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}
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@ -41,7 +41,7 @@ bool AssetManager::initialize(SDL_Renderer* renderer) {
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m_renderer = renderer;
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// Get references to singleton systems
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m_audioSystem = ::AudioManager::get();
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m_audioSystem = AudioManager::get();
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m_soundSystem = &SoundEffectManager::instance();
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m_initialized = true;
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@ -267,6 +267,6 @@ void LineEffect::playLineClearSound(int lineCount) {
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const std::vector<int16_t>* sample = (lineCount == 4) ? &tetrisSample : &lineClearSample;
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if (sample && !sample->empty()) {
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// Mix via shared Audio device so it layers with music
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if (auto sys = ::AudioManager::get()) sys->playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f);
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if (auto sys = AudioManager::get()) sys->playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f);
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}
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}
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@ -462,7 +462,7 @@ void LineEffect::playLineClearSound(int lineCount) {
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const std::vector<int16_t>* sample = (lineCount == 4) ? &tetrisSample : &lineClearSample;
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if (sample && !sample->empty()) {
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// Mix via shared Audio device so it layers with music
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if (auto sys = ::AudioManager::get()) sys->playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f);
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if (auto sys = AudioManager::get()) sys->playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f);
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}
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}
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@ -181,7 +181,7 @@ void MenuState::showCoopSetupPanel(bool show, bool resumeMusic) {
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coopSetupStep = CoopSetupStep::ChoosePartner;
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// Resume menu music only when requested (ESC should pass resumeMusic=false)
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if (resumeMusic && ctx.musicEnabled && *ctx.musicEnabled) {
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if (auto sys = ::AudioManager::get()) sys->playMenuMusic();
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if (auto sys = AudioManager::get()) sys->playMenuMusic();
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}
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}
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}
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@ -221,7 +221,7 @@ void OptionsState::toggleFullscreen() {
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}
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void OptionsState::toggleMusic() {
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if (auto sys = ::AudioManager::get()) sys->toggleMute();
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if (auto sys = AudioManager::get()) sys->toggleMute();
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// If muted, music is disabled. If not muted, music is enabled.
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// Note: Audio::instance().isMuted() returns true if muted.
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// But Audio class doesn't expose isMuted directly in header usually?
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@ -105,7 +105,7 @@ void VideoState::startAudioIfReady() {
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if (m_audioPcm.empty()) return;
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// Use the existing audio output path (same device as music/SFX).
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if (auto sys = ::AudioManager::get()) sys->playSfx(m_audioPcm, m_audioChannels, m_audioRate, 1.0f);
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if (auto sys = AudioManager::get()) sys->playSfx(m_audioPcm, m_audioChannels, m_audioRate, 1.0f);
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m_audioStarted = true;
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}
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