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pinball/packages/pinball_audio/lib/src/pinball_audio.dart

256 lines
6.4 KiB

import 'dart:math';
import 'package:audioplayers/audioplayers.dart';
import 'package:flame_audio/audio_pool.dart';
import 'package:flame_audio/flame_audio.dart';
import 'package:flutter/material.dart';
import 'package:pinball_audio/gen/assets.gen.dart';
/// Sounds available for play
enum PinballAudio {
/// Google
google,
/// Bumper
bumper,
/// Background music
backgroundMusic,
/// IO Pinball voice over
ioPinballVoiceOver,
/// Game over
gameOverVoiceOver,
/// Launcher
launcher,
/// Sparky
sparky,
/// Android
android,
/// Dino
dino,
/// Dash
dash,
}
/// Defines the contract of the creation of an [AudioPool].
typedef CreateAudioPool = Future<AudioPool> Function(
String sound, {
bool? repeating,
int? maxPlayers,
int? minPlayers,
String? prefix,
});
/// Defines the contract for playing a single audio.
typedef PlaySingleAudio = Future<void> Function(String);
/// Defines the contract for looping a single audio.
typedef LoopSingleAudio = Future<void> Function(String);
/// Defines the contract for pre fetching an audio.
typedef PreCacheSingleAudio = Future<void> Function(String);
/// Defines the contract for configuring an [AudioCache] instance.
typedef ConfigureAudioCache = void Function(AudioCache);
abstract class _Audio {
void play();
Future<void> load();
String prefixFile(String file) {
return 'packages/pinball_audio/$file';
}
}
class _SimplePlayAudio extends _Audio {
_SimplePlayAudio({
required this.preCacheSingleAudio,
required this.playSingleAudio,
required this.path,
});
final PreCacheSingleAudio preCacheSingleAudio;
final PlaySingleAudio playSingleAudio;
final String path;
@override
Future<void> load() => preCacheSingleAudio(prefixFile(path));
@override
void play() {
playSingleAudio(prefixFile(path));
}
}
class _LoopAudio extends _Audio {
_LoopAudio({
required this.preCacheSingleAudio,
required this.loopSingleAudio,
required this.path,
});
final PreCacheSingleAudio preCacheSingleAudio;
final LoopSingleAudio loopSingleAudio;
final String path;
@override
Future<void> load() => preCacheSingleAudio(prefixFile(path));
@override
void play() {
loopSingleAudio(prefixFile(path));
}
}
class _BumperAudio extends _Audio {
_BumperAudio({
required this.createAudioPool,
required this.seed,
});
final CreateAudioPool createAudioPool;
final Random seed;
late AudioPool bumperA;
late AudioPool bumperB;
@override
Future<void> load() async {
await Future.wait(
[
createAudioPool(
prefixFile(Assets.sfx.bumperA),
maxPlayers: 4,
prefix: '',
).then((pool) => bumperA = pool),
createAudioPool(
prefixFile(Assets.sfx.bumperB),
maxPlayers: 4,
prefix: '',
).then((pool) => bumperB = pool),
],
);
}
@override
void play() {
(seed.nextBool() ? bumperA : bumperB).start(volume: 0.6);
}
}
/// {@template pinball_audio_player}
/// Sound manager for the pinball game
/// {@endtemplate}
class PinballAudioPlayer {
/// {@macro pinball_audio_player}
PinballAudioPlayer({
CreateAudioPool? createAudioPool,
PlaySingleAudio? playSingleAudio,
LoopSingleAudio? loopSingleAudio,
PreCacheSingleAudio? preCacheSingleAudio,
ConfigureAudioCache? configureAudioCache,
Random? seed,
}) : _createAudioPool = createAudioPool ?? AudioPool.create,
_playSingleAudio = playSingleAudio ?? FlameAudio.audioCache.play,
_loopSingleAudio = loopSingleAudio ?? FlameAudio.audioCache.loop,
_preCacheSingleAudio =
preCacheSingleAudio ?? FlameAudio.audioCache.load,
_configureAudioCache = configureAudioCache ??
((AudioCache a) {
a.prefix = '';
}),
_seed = seed ?? Random() {
audios = {
PinballAudio.google: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.google,
),
PinballAudio.sparky: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.sparky,
),
PinballAudio.dino: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.dino,
),
PinballAudio.dash: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.dash,
),
PinballAudio.android: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.android,
),
PinballAudio.launcher: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.launcher,
),
PinballAudio.ioPinballVoiceOver: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.ioPinballVoiceOver,
),
PinballAudio.gameOverVoiceOver: _SimplePlayAudio(
preCacheSingleAudio: _preCacheSingleAudio,
playSingleAudio: _playSingleAudio,
path: Assets.sfx.gameOverVoiceOver,
),
PinballAudio.bumper: _BumperAudio(
createAudioPool: _createAudioPool,
seed: _seed,
),
PinballAudio.backgroundMusic: _LoopAudio(
preCacheSingleAudio: _preCacheSingleAudio,
loopSingleAudio: _loopSingleAudio,
path: Assets.music.background,
),
};
}
final CreateAudioPool _createAudioPool;
final PlaySingleAudio _playSingleAudio;
final LoopSingleAudio _loopSingleAudio;
final PreCacheSingleAudio _preCacheSingleAudio;
final ConfigureAudioCache _configureAudioCache;
final Random _seed;
/// Registered audios on the Player
@visibleForTesting
// ignore: library_private_types_in_public_api
late final Map<PinballAudio, _Audio> audios;
/// Loads the sounds effects into the memory
List<Future<void>> load() {
_configureAudioCache(FlameAudio.audioCache);
return audios.values.map((a) => a.load()).toList();
}
/// Plays the received audio
void play(PinballAudio audio) {
assert(
audios.containsKey(audio),
'Tried to play unregistered audio $audio',
);
audios[audio]?.play();
}
}