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libakgl/src/assets.c

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C
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#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <sdlerror.h>
#include <sdl3game/game.h>
#include <sdl3game/staticstring.h>
#include <sdl3game/heap.h>
ErrorContext *load_start_bgm(char *fname)
{
PREPARE_ERROR(errctx);
string *tmpstr = NULL;
MIX_Track *bgmtrack = NULL;
SDL_PropertiesID bgmprops = 0;
ATTEMPT {
FAIL_ZERO_BREAK(errctx, fname, ERR_NULLPOINTER, "load_start_bgm received NULL filename");
CATCH(errctx, heap_next_string(&tmpstr));
CATCH(errctx, string_initialize(tmpstr, NULL));
SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname);
SDL_Log("Loading music asset from %s", (char *)&tmpstr->data);
bgm = MIX_LoadAudio(game.mixer, (char *)&tmpstr->data, true);
FAIL_ZERO_BREAK(errctx, bgm, ERR_NULLPOINTER, "Failed to load music asset %s : %s", (char *)&tmpstr->data, SDL_GetError());
bgmtrack = MIX_CreateTrack(game.mixer);
FAIL_ZERO_BREAK(errctx, bgmtrack, ERR_NULLPOINTER, "Failed to create audio track for background music: %s", SDL_GetError());
game.tracks[GAME_AUDIO_TRACK_BGM] = bgmtrack;
FAIL_ZERO_BREAK(
errctx,
MIX_SetTrackAudio(bgmtrack, bgm),
ERR_SDL,
"%s",
SDL_GetError());
SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
if (!MIX_PlayTrack(bgmtrack, bgmprops)) {
FAIL_BREAK(errctx, ERR_SDL, "Failed to play music asset %s", fname);
}
} CLEANUP {
IGNORE(heap_release_string(tmpstr));
if ( errctx != NULL ) {
if ( errctx->status != 0 && bgm != NULL) {
MIX_DestroyAudio(bgm);
}
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}