# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . com >
Redistribution and use in source and binary forms , with or without modification ,
are permitted provided that the following conditions are met :
1. Redistributions or derivations of source code must retain the above copyright
notice , this list of conditions and the following disclaimer .
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice . This list of conditions and the following disclaimer must be
reproduced in the documentation and / or other materials provided with the distribution .
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission .
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS " AS IS " AND ANY
EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED . IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT , INDIRECT ,
INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT NOT LIMITED
TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE , DATA , OR PROFITS ; OR
BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY , WHETHER IN
CONTRACT , STRICT LIABILITY , OR TORT ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE .
Portions of this software are copyright <EFBFBD> 2023 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "Audio.h"
# include "AdventuresInLestoria.h"
# include "DEFINES.h"
# include "util.h"
INCLUDE_game
INCLUDE_DATA
float Audio : : defaultFadeTime ;
void Audio : : Initialize ( ) {
Engine ( ) . SetBackgroundPlay ( true ) ;
Self ( ) . events . insert ( " Default Volume " ) ;
for ( auto & [ key , data ] : DATA [ " Events " ] ) {
if ( key ! = " SFX " ) { //HACK ALERT! We are specifically excluding the SFX key because it's used to specify the sound effects in-game.
Self ( ) . events . insert ( key ) ;
}
}
for ( auto & [ songFileName , size ] : DATA [ " BGM " ] ) {
auto & data = DATA [ " BGM " ] [ songFileName ] ;
if ( songFileName ! = " Default Fade Time " ) {
int channelCounter = 0 ;
BGM & bgm = Self ( ) . bgm [ songFileName ] ;
bgm . SetFileName ( songFileName ) ;
bgm . SetName ( data [ " Track Name " ] . GetString ( ) ) ;
while ( data . HasProperty ( std : : format ( " channel[{}] " , channelCounter ) ) ) {
std : : string channelName = data [ std : : format ( " channel[{}] " , channelCounter ) ] . GetString ( ) ;
if ( ! std : : filesystem : : exists ( " bgm_directory " _S + channelName ) ) ERR ( std : : format ( " WARNING! Could not load file {} for track {} " , channelName , songFileName ) ) ;
bgm . AddChannel ( channelName ) ;
channelCounter + + ;
}
if ( ! data [ " Events " ] . HasProperty ( " Default Volume " ) ) ERR ( std : : format ( " WARNING! Track {} does not have a Default Volume parameter! " , bgm . GetName ( ) ) ) ;
if ( data . HasProperty ( " Fade Time " ) ) {
bgm . SetFadeTime ( data [ " Fade Time " ] . GetReal ( ) ) ;
} else {
bgm . SetFadeTime ( defaultFadeTime ) ;
}
if ( data . HasProperty ( " Events " ) ) {
for ( auto & eventName : Self ( ) . events ) {
auto & eventData = data [ " Events " ] [ eventName ] ;
if ( eventData . GetValueCount ( ) = = 0 ) { //We assume we'll inherit from the default volume instead.
VolumeList volumes ;
for ( int i = 0 ; i < eventData . GetValueCount ( ) ; i + + ) {
volumes . push_back ( data [ " Events " ] [ " Default Volume " ] . GetInt ( i ) / 100.f ) ;
}
bgm . AddEventVolumes ( eventName , volumes ) ;
} else {
if ( eventData . GetValueCount ( ) ! = bgm . GetChannelCount ( ) ) ERR ( std : : format ( " WARNING! {} parameters do not match channel count. {} != {} " , eventName , eventData . GetValueCount ( ) , bgm . GetChannelCount ( ) ) ) ;
VolumeList volumes ;
for ( int i = 0 ; i < eventData . GetValueCount ( ) ; i + + ) {
volumes . push_back ( eventData . GetInt ( i ) / 100.f ) ;
}
bgm . AddEventVolumes ( eventName , volumes ) ;
}
}
}
} else {
defaultFadeTime = data . GetReal ( ) ;
}
}
Self ( ) . bgm . SetInitialized ( ) ;
}
MiniAudio & Audio : : Engine ( ) {
return game - > audioEngine . audioEngine ;
}
void Audio : : Play ( const std : : string_view sound ) {
Engine ( ) . Play ( std : : string ( sound ) ) ;
} ;
const size_t Audio : : LoadAndPlay ( const std : : string_view sound , const bool loop ) {
size_t soundID = Engine ( ) . LoadSound ( std : : string ( sound ) ) ;
Engine ( ) . Play ( soundID , loop ) ;
return soundID ;
} ;
void Audio : : PlayBGM ( const std : : string_view sound , const bool loop ) {
BGM & track = Self ( ) . bgm [ std : : string ( sound ) ] ;
Self ( ) . fullyLoaded = false ;
StopBGM ( ) ; //Stop any currently playing track.
Self ( ) . playParams = { std : : string ( sound ) , loop } ;
Self ( ) . playBGMWaitTime = 0.7f ;
} ;
void Audio : : StopBGM ( ) {
if ( Self ( ) . BGMIsPlaying ( ) ) {
BGM & currentTrack = Self ( ) . bgm [ Self ( ) . currentBGM ] ;
for ( int trackID : currentTrack . GetChannelIDs ( ) ) {
Engine ( ) . Stop ( trackID ) ;
}
}
}
const bool Audio : : BGMIsPlaying ( ) {
return Self ( ) . currentBGM . length ( ) > 0 ;
}
const Volume & Audio : : BGM : : GetVolume ( const Event & eventName , const ChannelID & id ) const {
return eventVolumes . GetVolumes ( eventName ) . at ( id ) ;
}
void Audio : : BGM : : Load ( ) {
if ( Self ( ) . BGMIsPlaying ( ) ) {
if ( Self ( ) . GetTrackName ( ) = = songFileName ) return ; //We are already playing the current track.
BGM & bgm = Self ( ) . bgm [ Self ( ) . GetTrackName ( ) ] ;
if ( Self ( ) . BGMIsPlaying ( ) ) {
bgm . Unload ( ) ;
}
}
Self ( ) . currentBGM = songFileName ;
BGM & newBgm = Self ( ) . bgm [ songFileName ] ;
if ( newBgm . channels . size ( ) > 0 ) ERR ( std : : format ( " WARNING! The size of the channels list is greater than zero! Size: {} " , newBgm . channels . size ( ) ) ) ;
for ( const ChannelName & channel : newBgm . GetChannels ( ) ) {
ChannelID soundID = Engine ( ) . LoadSound ( " bgm_directory " _S + channel ) ;
newBgm . channels . push_back ( soundID ) ;
}
}
void Audio : : BGM : : Unload ( ) {
BGM & bgm = Self ( ) . bgm [ Self ( ) . currentBGM ] ;
for ( const ChannelID & id : channels ) {
Engine ( ) . UnloadSound ( id ) ;
}
channels . clear ( ) ;
Self ( ) . currentBGM = " " ;
}
const ChannelID & Audio : : BGM : : GetChannelID ( const int index ) {
return channels [ index ] ;
}
const ChannelIDList & Audio : : BGM : : GetChannelIDs ( ) const {
return channels ;
}
const std : : vector < ChannelName > & Audio : : BGM : : GetChannels ( ) const {
return channelNames ;
}
void Audio : : BGM : : SetFadeTime ( const float fadeTime ) {
this - > fadeTime = fadeTime ;
}
void Audio : : BGM : : AddEventVolumes ( const Event & eventName , const VolumeList & volumes ) {
eventVolumes . AddEventInfo ( eventName , volumes ) ;
}
const size_t Audio : : BGM : : GetChannelCount ( ) const {
return channelNames . size ( ) ;
}
const SongName & Audio : : BGM : : GetName ( ) const {
return songName ;
}
void Audio : : BGM : : SetName ( std : : string_view name ) {
songName = name ;
}
void Audio : : BGM : : SetFileName ( std : : string_view name ) {
songFileName = name ;
}
void Audio : : BGM : : AddChannel ( const ChannelName & name ) {
channelNames . push_back ( name ) ;
}
const VolumeList & Audio : : EventData : : GetVolumes ( const Event & event ) const {
if ( eventInfo . find ( event ) ! = eventInfo . end ( ) ) return eventInfo . at ( event ) ;
return eventInfo . at ( " Default Volume " ) ;
}
void Audio : : EventData : : AddEventInfo ( const Event & eventName , const VolumeList & volumes ) {
eventInfo [ eventName ] = volumes ;
}
Audio & Audio : : Self ( ) {
return game - > audioEngine ;
}
const Event & Audio : : GetAudioEvent ( ) {
return Self ( ) . currentAudioEvent ;
}
void Audio : : SetAudioEvent ( const Event & eventName ) {
if ( Self ( ) . events . find ( eventName ) = = Self ( ) . events . end ( ) ) ERR ( std : : format ( " WARNING! cannot find event {} " , eventName ) ) ;
Self ( ) . currentAudioEvent = eventName ;
if ( Audio : : BGMIsPlaying ( ) ) {
BGM & currentBgm = Self ( ) . bgm [ Self ( ) . currentBGM ] ;
Self ( ) . targetVolumes . clear ( ) ;
Self ( ) . fadeToTargetVolumeTime = currentBgm . GetFadeTime ( ) ;
for ( int currentTrackIndex = 0 ; int trackID : currentBgm . GetChannelIDs ( ) ) {
//Engine().SetVolume(trackID,currentBgm.GetVolume(eventName,currentTrackIndex));
Self ( ) . targetVolumes . push_back ( currentBgm . GetVolume ( eventName , currentTrackIndex ) ) ; //Set the target volumes so that the engine can gradually move the volumes over to the new settings.
currentTrackIndex + + ;
}
}
}
std : : string operator " " _SFX ( const char * key , size_t length ) {
return " sfx_directory " _S + std : : string ( key , length ) ;
}
const SongName & Audio : : GetTrackName ( ) {
return Self ( ) . currentBGM ;
}
void Audio : : Update ( ) {
if ( Self ( ) . playBGMWaitTime > 0.f ) {
Self ( ) . playBGMWaitTime = std : : max ( Self ( ) . playBGMWaitTime - game - > GetElapsedTime ( ) , 0.f ) ;
if ( Self ( ) . playBGMWaitTime = = 0.f ) {
BGM & track = Self ( ) . bgm [ Self ( ) . playParams . sound ] ;
track . Load ( ) ;
Self ( ) . prevVolumes . clear ( ) ;
Self ( ) . targetVolumes . clear ( ) ;
Self ( ) . fadeToTargetVolumeTime = 0.f ;
for ( int channelListIndex = 0 ; int trackID : track . GetChannelIDs ( ) ) {
float channelVol = track . GetVolume ( Self ( ) . currentAudioEvent , channelListIndex ) ;
Self ( ) . prevVolumes . push_back ( channelVol ) ;
Self ( ) . targetVolumes . push_back ( channelVol ) ;
Engine ( ) . SetVolume ( trackID , channelVol ) ;
Engine ( ) . Play ( trackID , Self ( ) . playParams . loop ) ;
channelListIndex + + ;
}
Self ( ) . fullyLoaded = true ;
}
}
if ( Self ( ) . fadeToTargetVolumeTime > 0.f ) {
Self ( ) . fadeToTargetVolumeTime = std : : max ( 0.f , Self ( ) . fadeToTargetVolumeTime - game - > GetElapsedTime ( ) ) ;
for ( int counter = 0 ; float & vol : Self ( ) . prevVolumes ) {
const BGM & currentBgm = Self ( ) . bgm [ Self ( ) . currentBGM ] ;
Engine ( ) . SetVolume ( currentBgm . GetChannelIDs ( ) [ counter ] , util : : lerp ( vol , Self ( ) . targetVolumes [ counter ] , 1 - ( Self ( ) . fadeToTargetVolumeTime / currentBgm . GetFadeTime ( ) ) ) ) ;
counter + + ;
}
}
}
const bool Audio : : BGMFullyLoaded ( ) {
return Self ( ) . fullyLoaded ;
}
const float & Audio : : BGM : : GetFadeTime ( ) const {
return fadeTime ;
}