ddnet/src/game/client/components/sounds.cpp
H-M-H 7ae4b39574 made recording demos work
- videorecorder only works for recording demos now
- demoplayer was modified to allow controll over the time that passed
  in order to get perfect fps, IVideo controlls how much time passed,
  basically every rendercall sets the time to record the next frame
2019-09-30 20:48:47 +08:00

233 lines
5.3 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/tl/array.h>
#include <engine/engine.h>
#include <engine/sound.h>
#include <engine/shared/config.h>
#include <game/generated/client_data.h>
#include <game/client/gameclient.h>
#include <game/client/components/camera.h>
#include <game/client/components/menus.h>
#include "sounds.h"
CSoundLoading::CSoundLoading(CGameClient *pGameClient, bool Render) :
m_pGameClient(pGameClient),
m_Render(Render)
{
}
void CSoundLoading::Run()
{
for(int s = 0; s < g_pData->m_NumSounds; s++)
{
for(int i = 0; i < g_pData->m_aSounds[s].m_NumSounds; i++)
{
int Id = m_pGameClient->Sound()->LoadWV(g_pData->m_aSounds[s].m_aSounds[i].m_pFilename);
g_pData->m_aSounds[s].m_aSounds[i].m_Id = Id;
}
if(m_Render)
m_pGameClient->m_pMenus->RenderLoading();
}
}
int CSounds::GetSampleId(int SetId)
{
if(!g_Config.m_SndEnable || !Sound()->IsSoundEnabled() || m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
return -1;
CDataSoundset *pSet = &g_pData->m_aSounds[SetId];
if(!pSet->m_NumSounds)
return -1;
if(pSet->m_NumSounds == 1)
return pSet->m_aSounds[0].m_Id;
// return random one
int Id;
do
{
Id = rand() % pSet->m_NumSounds;
}
while(Id == pSet->m_Last);
pSet->m_Last = Id;
return pSet->m_aSounds[Id].m_Id;
}
void CSounds::OnInit()
{
// setup sound channels
m_MapSoundVolume = g_Config.m_SndMapSoundVolume/100.0f;
Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f);
Sound()->SetChannel(CSounds::CHN_MUSIC, 1.0f, 0.0f);
Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f, 1.0f);
Sound()->SetChannel(CSounds::CHN_GLOBAL, 1.0f, 0.0f);
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
Sound()->SetListenerPos(0.0f, 0.0f);
ClearQueue();
// load sounds
if(g_Config.m_ClThreadsoundloading)
{
m_pSoundJob = std::make_shared<CSoundLoading>(m_pClient, false);
m_pClient->Engine()->AddJob(m_pSoundJob);
m_WaitForSoundJob = true;
}
else
{
CSoundLoading(m_pClient, true).Run();
m_WaitForSoundJob = false;
}
}
void CSounds::OnReset()
{
if(Client()->State() >= IClient::STATE_ONLINE)
{
Sound()->StopAll();
ClearQueue();
}
}
void CSounds::OnStateChange(int NewState, int OldState)
{
if(NewState == IClient::STATE_ONLINE || NewState == IClient::STATE_DEMOPLAYBACK)
OnReset();
}
void CSounds::OnRender()
{
// check for sound initialisation
if(m_WaitForSoundJob)
{
if(m_pSoundJob->Status() == IJob::STATE_DONE)
m_WaitForSoundJob = false;
else
return;
}
// set listener pos
Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y);
// update volume
float NewMapSoundVol = g_Config.m_SndMapSoundVolume/100.0f;
if(NewMapSoundVol != m_MapSoundVolume)
{
m_MapSoundVolume = NewMapSoundVol;
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
}
// play sound from queue
if(m_QueuePos > 0)
{
int64 Now = time();
if(m_QueueWaitTime <= Now)
{
Play(m_aQueue[0].m_Channel, m_aQueue[0].m_SetId, 1.0f);
m_QueueWaitTime = Now+time_freq()*3/10; // wait 300ms before playing the next one
if(--m_QueuePos > 0)
mem_move(m_aQueue, m_aQueue+1, m_QueuePos*sizeof(QueueEntry));
}
}
}
void CSounds::ClearQueue()
{
mem_zero(m_aQueue, sizeof(m_aQueue));
m_QueuePos = 0;
m_QueueWaitTime = time();
}
void CSounds::Enqueue(int Channel, int SetId)
{
// add sound to the queue
if(m_QueuePos < QUEUE_SIZE)
{
if(Channel == CHN_MUSIC || !g_Config.m_ClEditor)
{
m_aQueue[m_QueuePos].m_Channel = Channel;
m_aQueue[m_QueuePos++].m_SetId = SetId;
}
}
}
void CSounds::PlayAndRecord(int Chn, int SetId, float Vol, vec2 Pos)
{
CNetMsg_Sv_SoundGlobal Msg;
Msg.m_SoundID = SetId;
Client()->SendPackMsg(&Msg, MSGFLAG_NOSEND|MSGFLAG_RECORD);
Play(Chn, SetId, Vol);
}
void CSounds::Play(int Chn, int SetId, float Vol)
{
if(Chn == CHN_MUSIC && !g_Config.m_SndMusic)
return;
int SampleId = GetSampleId(SetId);
if(SampleId == -1)
return;
int Flags = 0;
if(Chn == CHN_MUSIC)
Flags = ISound::FLAG_LOOP;
Sound()->Play(Chn, SampleId, Flags);
}
void CSounds::PlayAt(int Chn, int SetId, float Vol, vec2 Pos)
{
if(Chn == CHN_MUSIC && !g_Config.m_SndMusic)
return;
int SampleId = GetSampleId(SetId);
if(SampleId == -1)
return;
int Flags = 0;
if(Chn == CHN_MUSIC)
Flags = ISound::FLAG_LOOP;
Sound()->PlayAt(Chn, SampleId, Flags, Pos.x, Pos.y);
}
void CSounds::Stop(int SetId)
{
if(m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
return;
CDataSoundset *pSet = &g_pData->m_aSounds[SetId];
for(int i = 0; i < pSet->m_NumSounds; i++)
Sound()->Stop(pSet->m_aSounds[i].m_Id);
}
ISound::CVoiceHandle CSounds::PlaySample(int Chn, int SampleId, float Vol, int Flags)
{
if((Chn == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
return ISound::CVoiceHandle();
if(Chn == CHN_MUSIC)
Flags |= ISound::FLAG_LOOP;
return Sound()->Play(Chn, SampleId, Flags);
}
ISound::CVoiceHandle CSounds::PlaySampleAt(int Chn, int SampleId, float Vol, vec2 Pos, int Flags)
{
if((Chn == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
return ISound::CVoiceHandle();
if(Chn == CHN_MUSIC)
Flags |= ISound::FLAG_LOOP;
return Sound()->PlayAt(Chn, SampleId, Flags, Pos.x, Pos.y);
}