Files
Ferrous-Solitaire/solitaire_engine/src/audio_plugin.rs
T
root 3c01cef5f3 feat(engine): implement Draw Mode, Theme, and Music Volume settings
Settings panel "coming soon" stubs replaced with live controls:

- Draw Mode toggle (Draw 1 / Draw 3): new games read draw_mode from
  SettingsResource instead of the previous game's mode. Falls back to
  the current game's mode in headless/test contexts where SettingsPlugin
  is absent.

- Theme selector (Green → Blue → Dark → Green): SettingsChangedEvent
  drives TablePlugin's background Sprite colour so the table re-colours
  immediately without a restart.

- Music Volume [−]/[+]: dedicated kira sub-tracks created for SFX and
  music on startup. SFX sounds are routed to the SFX track; the music
  track exists for future ambient audio. Both volumes are set on
  SettingsChangedEvent and at startup.

Also fixed: time_attack timer_expiry test double-fires when
MinimalPlugins time delta is nonzero — removed the intermediate
0.001-remaining update step.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:53:48 +00:00

255 lines
7.5 KiB
Rust

//! Sound-effect playback via `kira`.
//!
//! Loads five embedded WAVs (`include_bytes!`) at startup and plays them in
//! response to gameplay events:
//!
//! | Event | Sound |
//! |---|---|
//! | `DrawRequestEvent` | `card_flip.wav` |
//! | `MoveRequestEvent` | `card_place.wav` |
//! | `MoveRejectedEvent` | `card_invalid.wav` |
//! | `NewGameRequestEvent` | `card_deal.wav` |
//! | `GameWonEvent` | `win_fanfare.wav` |
//!
//! If the audio device cannot be opened (e.g. a headless CI machine or a
//! Linux box without a running PulseAudio/Pipewire session), the plugin
//! logs a warning and degrades gracefully — gameplay continues, just
//! silently.
use std::io::Cursor;
use bevy::prelude::*;
use kira::manager::backend::DefaultBackend;
use kira::manager::{AudioManager, AudioManagerSettings};
use kira::sound::static_sound::StaticSoundData;
use kira::track::{TrackBuilder, TrackHandle};
use kira::tween::Tween;
use crate::events::{
DrawRequestEvent, GameWonEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
};
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
/// Pre-decoded sound effects. Cheap to clone (frames are an `Arc<[Frame]>`),
/// so we hand a fresh handle to `manager.play()` on every event.
#[derive(Resource, Clone)]
pub struct SoundLibrary {
pub deal: StaticSoundData,
pub flip: StaticSoundData,
pub place: StaticSoundData,
pub invalid: StaticSoundData,
pub fanfare: StaticSoundData,
}
/// Wraps the audio backend. `NonSend` because cpal streams are `!Send` on
/// some platforms.
pub struct AudioState {
manager: Option<AudioManager<DefaultBackend>>,
/// Dedicated sub-track for sound effects. Volume controlled by `sfx_volume`.
sfx_track: Option<TrackHandle>,
/// Dedicated sub-track for ambient music. Volume controlled by `music_volume`.
/// No sounds are currently routed here; the track exists so future ambient
/// music can be added without changing the volume architecture.
music_track: Option<TrackHandle>,
}
pub struct AudioPlugin;
impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
let mut manager = AudioManager::<DefaultBackend>::new(AudioManagerSettings::default()).ok();
if manager.is_none() {
warn!("audio device unavailable; SFX disabled");
}
let (sfx_track, music_track) = match manager.as_mut() {
Some(mgr) => {
let sfx = mgr.add_sub_track(TrackBuilder::default()).ok();
let music = mgr.add_sub_track(TrackBuilder::default()).ok();
(sfx, music)
}
None => (None, None),
};
app.insert_non_send_resource(AudioState { manager, sfx_track, music_track });
let library = build_library();
if let Some(lib) = library {
app.insert_resource(lib);
} else {
warn!("failed to decode embedded SFX assets; SFX disabled");
}
app.add_event::<DrawRequestEvent>()
.add_event::<MoveRequestEvent>()
.add_event::<MoveRejectedEvent>()
.add_event::<NewGameRequestEvent>()
.add_event::<GameWonEvent>()
.add_event::<SettingsChangedEvent>()
.add_systems(
Startup,
apply_initial_volume,
)
.add_systems(
Update,
(
play_on_draw,
play_on_move,
play_on_rejected,
play_on_new_game,
play_on_win,
apply_volume_on_change,
),
);
}
}
fn build_library() -> Option<SoundLibrary> {
let deal = decode(include_bytes!("../../assets/audio/card_deal.wav"))?;
let flip = decode(include_bytes!("../../assets/audio/card_flip.wav"))?;
let place = decode(include_bytes!("../../assets/audio/card_place.wav"))?;
let invalid = decode(include_bytes!("../../assets/audio/card_invalid.wav"))?;
let fanfare = decode(include_bytes!("../../assets/audio/win_fanfare.wav"))?;
Some(SoundLibrary {
deal,
flip,
place,
invalid,
fanfare,
})
}
fn decode(bytes: &'static [u8]) -> Option<StaticSoundData> {
match StaticSoundData::from_cursor(Cursor::new(bytes.to_vec())) {
Ok(data) => Some(data),
Err(e) => {
warn!("failed to decode SFX: {e}");
None
}
}
}
fn play(audio: &mut AudioState, sound: &StaticSoundData) {
let Some(manager) = audio.manager.as_mut() else {
return;
};
// Route SFX through the dedicated sfx_track so its volume is independent
// of the music_track volume.
let mut data = sound.clone();
if let Some(track) = &audio.sfx_track {
data.settings.output_destination = track.id().into();
}
if let Err(e) = manager.play(data) {
warn!("failed to play SFX: {e}");
}
}
fn set_sfx_volume(audio: &mut AudioState, volume: f32) {
if let Some(track) = audio.sfx_track.as_mut() {
track.set_volume(volume.clamp(0.0, 1.0) as f64, Tween::default());
}
}
fn set_music_volume(audio: &mut AudioState, volume: f32) {
if let Some(track) = audio.music_track.as_mut() {
track.set_volume(volume.clamp(0.0, 1.0) as f64, Tween::default());
}
}
fn apply_initial_volume(
mut audio: NonSendMut<AudioState>,
settings: Option<Res<SettingsResource>>,
) {
let (sfx, music) = settings.map_or((1.0, 0.5), |s| (s.0.sfx_volume, s.0.music_volume));
set_sfx_volume(&mut audio, sfx);
set_music_volume(&mut audio, music);
}
fn apply_volume_on_change(
mut events: EventReader<SettingsChangedEvent>,
mut audio: NonSendMut<AudioState>,
) {
for ev in events.read() {
set_sfx_volume(&mut audio, ev.0.sfx_volume);
set_music_volume(&mut audio, ev.0.music_volume);
}
}
fn play_on_draw(
mut events: EventReader<DrawRequestEvent>,
mut audio: NonSendMut<AudioState>,
lib: Option<Res<SoundLibrary>>,
) {
let Some(lib) = lib else {
return;
};
for _ in events.read() {
play(&mut audio, &lib.flip);
}
}
fn play_on_move(
mut events: EventReader<MoveRequestEvent>,
mut audio: NonSendMut<AudioState>,
lib: Option<Res<SoundLibrary>>,
) {
let Some(lib) = lib else {
return;
};
for _ in events.read() {
play(&mut audio, &lib.place);
}
}
fn play_on_rejected(
mut events: EventReader<MoveRejectedEvent>,
mut audio: NonSendMut<AudioState>,
lib: Option<Res<SoundLibrary>>,
) {
let Some(lib) = lib else {
return;
};
for _ in events.read() {
play(&mut audio, &lib.invalid);
}
}
fn play_on_new_game(
mut events: EventReader<NewGameRequestEvent>,
mut audio: NonSendMut<AudioState>,
lib: Option<Res<SoundLibrary>>,
) {
let Some(lib) = lib else {
return;
};
for _ in events.read() {
play(&mut audio, &lib.deal);
}
}
fn play_on_win(
mut events: EventReader<GameWonEvent>,
mut audio: NonSendMut<AudioState>,
lib: Option<Res<SoundLibrary>>,
) {
let Some(lib) = lib else {
return;
};
for _ in events.read() {
play(&mut audio, &lib.fanfare);
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn embedded_wavs_decode_successfully() {
// Verifies the include_bytes! paths resolve and the bytes are valid
// WAV (so the gen_sfx output stays in sync with the loader).
let lib = build_library();
assert!(lib.is_some(), "embedded SFX failed to decode");
}
}