Updated game speed
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SOUND_EFFECTS_IMPLEMENTATION.md
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SOUND_EFFECTS_IMPLEMENTATION.md
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# Sound Effects Implementation
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## Overview
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This document describes the sound effects system implemented in the SDL C++ Tetris project, ported from the JavaScript version.
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## Sound Effects Implemented
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### 1. Line Clear Sounds
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- **Basic Line Clear**: `clear_line.wav` - Plays for all line clears (1-4 lines)
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- **Voice Feedback**: Plays after the basic sound with a slight delay
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### 2. Voice Lines by Line Count
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#### Single Line Clear
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- No specific voice lines (only basic clear sound plays)
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#### Double Line Clear (2 lines)
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- `nice_combo.mp3` - "Nice combo"
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- `you_fire.mp3` - "You're on fire"
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- `well_played.mp3` - "Well played"
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- `keep_that_ryhtm.mp3` - "Keep that rhythm" (note: typo preserved from original)
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#### Triple Line Clear (3 lines)
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- `great_move.mp3` - "Great move"
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- `smooth_clear.mp3` - "Smooth clear"
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- `impressive.mp3` - "Impressive"
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- `triple_strike.mp3` - "Triple strike"
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#### Tetris (4 lines)
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- `amazing.mp3` - "Amazing"
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- `you_re_unstoppable.mp3` - "You're unstoppable"
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- `boom_tetris.mp3` - "Boom! Tetris!"
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- `wonderful.mp3` - "Wonderful"
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### 3. Level Up Sound
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- `lets_go.mp3` - "Let's go" - Plays when the player advances to a new level
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## Implementation Details
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### Core Classes
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1. **SoundEffect**: Handles individual sound file loading and playback
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- Supports both WAV and MP3 formats
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- Uses SDL3 audio streams for playback
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- Volume control per sound effect
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2. **SoundEffectManager**: Manages all sound effects
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- Singleton pattern for global access
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- Random selection from sound groups
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- Master volume and enable/disable controls
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### Audio Pipeline
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1. **Loading**: Sound files are loaded during game initialization
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- WAV files use SDL's native loading
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- MP3 files use Windows Media Foundation (Windows only)
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- All audio is converted to 16-bit stereo 44.1kHz
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2. **Playback**: Uses SDL3 audio streams
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- Each sound effect can be played independently
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- Volume mixing with master volume control
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- Non-blocking playback for game responsiveness
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### Integration with Game Logic
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- **Line Clear Callback**: Game class triggers sound effects when lines are cleared
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- **Level Up Callback**: Triggered when player advances levels
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- **Random Selection**: Multiple voice lines for same event are randomly selected
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### Controls
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- **M Key**: Toggle background music on/off
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- **S Key**: Toggle sound effects on/off
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- Settings popup shows current status of both music and sound effects
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### JavaScript Compatibility
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The implementation matches the JavaScript version exactly:
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- Same sound files used
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- Same triggering conditions (line counts, level ups)
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- Same random selection behavior for voice lines
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- Same volume levels and mixing
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## Audio Files Structure
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```
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assets/music/
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├── clear_line.wav # Basic line clear sound
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├── nice_combo.mp3 # Double line voice
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├── you_fire.mp3 # Double line voice
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├── well_played.mp3 # Double line voice
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├── keep_that_ryhtm.mp3 # Double line voice (typo preserved)
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├── great_move.mp3 # Triple line voice
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├── smooth_clear.mp3 # Triple line voice
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├── impressive.mp3 # Triple line voice
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├── triple_strike.mp3 # Triple line voice
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├── amazing.mp3 # Tetris voice
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├── you_re_unstoppable.mp3 # Tetris voice
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├── boom_tetris.mp3 # Tetris voice
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├── wonderful.mp3 # Tetris voice
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└── lets_go.mp3 # Level up sound
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```
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## Technical Notes
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### Platform Support
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- **Windows**: Full MP3 support via Windows Media Foundation
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- **Other platforms**: WAV support only (MP3 requires additional libraries)
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### Performance
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- All sounds are pre-loaded during initialization
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- Minimal CPU overhead during gameplay
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- SDL3 handles audio mixing and buffering
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### Memory Usage
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- Sound effects are kept in memory for instant playback
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- Total memory usage approximately 50-100MB for all effects
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- Memory is freed on application shutdown
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## Future Enhancements
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- Add sound effects for piece placement/movement
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- Implement positional audio for stereo effects
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- Add configurable volume levels per sound type
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- Support for additional audio formats (OGG, FLAC)
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