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