After decimating the enemy forces that have attacked your ship, you are charged with taking out as many of the remaining enemy fighters as possible. 3d space fighter game was initially written while I was testing some 3d routines I was implementing for a flight simulator, but my daughter started playing it and seemed to enjoy it so I added a few sound effects, explosions etc. and so this little game was born.
OneBitSound/SoundBlock.h
- Committer:
- taylorza
- Date:
- 2015-02-08
- Revision:
- 4:b857db213f10
- Parent:
- 1:9ff7384171ec
File content as of revision 4:b857db213f10:
#ifndef __SOUNDBLOCK_H__ #define __SOUNDBLOCK_H__ #define US_PER_BIT 32 // Fix16 representation of 1000000/32 #define FREQ_NUMERATOR 0x7a120000 // Fix16 representation of 1000000/24 //#define FREQ_NUMERATOR 0xa2c20000 #define TONE(stepCount, stepDuration, pitch, pitchSlide, duty, dutySlide) SoundBlock(SoundBlock::Tone, stepCount, stepDuration, pitch, pitchSlide, duty, dutySlide) #define NOISE(stepCount, stepDuration, pitch, pitchSlide) SoundBlock(SoundBlock::Noise, stepCount, stepDuration, pitch, pitchSlide, 128, 0) #define PAUSE(stepCount, stepDuration) SoundBlock(SoundBlock::Pause, stepCount, stepDuration, 0, 0, 0, 0) #define CREATE_EFFECT(name) \ static const SoundBlock name[] = \ { \ #define END_EFFECT \ }; #define EFFECT(name) name, sizeof(name)/sizeof(SoundBlock) class SoundChannel; class SoundBlock { public: enum ToneType {Tone, Noise, Pause}; public: SoundBlock(ToneType toneType, uint16_t stepCount, uint16_t stepDuration, uint16_t pitch, int16_t pitchSlide, uint8_t duty, int8_t dutySlide); SoundBlock(ToneType toneType, uint16_t stepCount, uint16_t stepDuration); protected: SoundBlock(); private: void initialize(ToneType toneType, uint16_t stepCount, uint16_t stepDuration, uint16_t pitch, int16_t pitchSlide, uint8_t duty, int8_t dutySlide); protected: inline ToneType getToneType() { return _toneType; } inline uint16_t getStepCount() { return _stepCount; } inline uint16_t getStepDuration() { return _stepDuration; } inline fix16_t getPitch(fix16_t offset) { return fix16_div(FREQ_NUMERATOR, _pitch + offset); } inline fix16_t getPitchSlide() {return _pitchSlide; } inline uint8_t getDuty(int8_t offset) { return (uint8_t)(_duty + offset); } inline int8_t getDutySlide() { return _dutySlide; } private: ToneType _toneType; uint16_t _stepCount; uint16_t _stepDuration; fix16_t _pitch; fix16_t _pitchSlide; uint8_t _duty; int8_t _dutySlide; friend class SoundChannel; }; #endif //__SOUNDBLOCK_H__