osb/source/game/StarAmbient.cpp

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#include "StarAmbient.hpp"
#include "StarJsonExtra.hpp"
#include "StarTime.hpp"
#include "StarMixer.hpp"
#include "StarRoot.hpp"
#include "StarAssets.hpp"
#include "StarRandom.hpp"
#include "StarGameTypes.hpp"
namespace Star {
AmbientTrackGroup::AmbientTrackGroup() {
tracks = {};
}
AmbientTrackGroup::AmbientTrackGroup(StringList tracks) : tracks(move(tracks)) {}
AmbientTrackGroup::AmbientTrackGroup(Json const& config, String const& directory) {
for (auto track : jsonToStringList(config.get("tracks", JsonArray())))
tracks.append(AssetPath::relativeTo(directory, track));
}
Json AmbientTrackGroup::toJson() const {
return JsonObject{{"tracks", jsonFromStringList(tracks)}};
}
AmbientNoisesDescription::AmbientNoisesDescription() {}
AmbientNoisesDescription::AmbientNoisesDescription(AmbientTrackGroup day, AmbientTrackGroup night)
: daySounds(move(day)), nightSounds(move(night)) {}
AmbientNoisesDescription::AmbientNoisesDescription(Json const& config, String const& directory) {
if (auto day = config.opt("day"))
daySounds = AmbientTrackGroup(*day, directory);
if (auto night = config.opt("night"))
nightSounds = AmbientTrackGroup(*night, directory);
}
Json AmbientNoisesDescription::toJson() const {
return JsonObject{{"day", daySounds.toJson()}, {"night", nightSounds.toJson()}};
}
AmbientManager::~AmbientManager() {
cancelAll();
}
void AmbientManager::setTrackSwitchGrace(float grace) {
m_trackSwitchGrace = grace;
}
void AmbientManager::setTrackFadeInTime(float fadeInTime) {
m_trackFadeInTime = fadeInTime;
}
AudioInstancePtr AmbientManager::updateAmbient(AmbientNoisesDescriptionPtr current, bool dayTime) {
auto assets = Root::singleton().assets();
if (m_currentTrack) {
if (m_currentTrack->finished())
m_currentTrack = {};
}
StringList tracks;
if (current) {
if (dayTime)
tracks = current->daySounds.tracks;
else
tracks = current->nightSounds.tracks;
}
if (m_currentTrack) {
if (!tracks.contains(m_currentTrackName)) {
if (m_trackSwitchGrace <= Time::monotonicTime() - m_trackGraceTimestamp) {
m_currentTrack->stop(m_trackFadeInTime);
m_currentTrack = {};
}
} else {
m_trackGraceTimestamp = Time::monotonicTime();
}
}
if (!m_currentTrack) {
m_currentTrackName = "";
if (tracks.size() > 0) {
while ((m_recentTracks.size() / 2) >= tracks.size())
m_recentTracks.removeFirst();
while (true) {
m_currentTrackName = Random::randValueFrom(tracks);
if (m_currentTrackName.empty() || !m_recentTracks.contains(m_currentTrackName))
break;
m_recentTracks.removeFirst(); // reduce chance of collisions on collision
}
}
if (!m_currentTrackName.empty()) {
if (auto audio = assets->tryAudio(m_currentTrackName)) {
m_recentTracks.append(m_currentTrackName);
m_currentTrack = make_shared<AudioInstance>(*audio);
m_currentTrack->setLoops(-1);
// Slowly fade the music track in
m_currentTrack->setVolume(0.0f);
m_currentTrack->setVolume(m_volume, m_trackFadeInTime);
m_delay = 0;
m_duration = 0;
m_volumeChanged = false;
return m_currentTrack;
}
}
}
if (m_volumeChanged) {
if (m_delay > 0)
m_delay -= GlobalTimestep;
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else {
m_volumeChanged = false;
if (m_currentTrack) {
m_currentTrack->setVolume(m_volume, m_duration);
}
}
}
return {};
}
AudioInstancePtr AmbientManager::updateWeather(WeatherNoisesDescriptionPtr current) {
auto assets = Root::singleton().assets();
if (m_weatherTrack) {
if (m_weatherTrack->finished())
m_weatherTrack = {};
}
StringList tracks;
if (current)
tracks = current->tracks;
if (m_weatherTrack) {
if (!tracks.contains(m_weatherTrackName)) {
m_weatherTrack->stop(10.0f);
m_weatherTrack = {};
}
}
if (!m_weatherTrack) {
m_weatherTrackName = Random::randValueFrom(tracks);
if (!m_weatherTrackName.empty()) {
if (auto audio = assets->tryAudio(m_weatherTrackName)) {
m_weatherTrack = make_shared<AudioInstance>(*audio);
m_weatherTrack->setLoops(-1);
m_weatherTrack->setVolume(0.0f);
m_weatherTrack->setVolume(1, m_trackFadeInTime);
return m_weatherTrack;
}
}
}
return {};
}
void AmbientManager::cancelAll() {
if (m_weatherTrack) {
m_weatherTrack->stop();
m_weatherTrack = {};
}
if (m_currentTrack) {
m_currentTrack->stop();
m_currentTrack = {};
}
}
void AmbientManager::setVolume(float volume, float delay, float duration) {
if (m_volume == volume)
return;
m_volume = volume;
m_delay = delay;
m_duration = duration;
m_volumeChanged = true;
}
}