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