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cd4ba53bae
Conflicts: bam.lua scripts/build.py scripts/make_release.py src/engine/server.h src/game/client/gameclient.cpp src/game/server/gamecontext.cpp src/game/server/gamecontext.h src/game/server/gamecontroller.cpp src/game/server/gamecontroller.h src/game/server/player.cpp src/game/version.h
207 lines
4.5 KiB
C++
207 lines
4.5 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/tl/array.h>
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#include <engine/engine.h>
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#include <engine/sound.h>
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#include <engine/shared/config.h>
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#include <game/generated/client_data.h>
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#include <game/client/gameclient.h>
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#include <game/client/components/camera.h>
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#include <game/client/components/menus.h>
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#include "sounds.h"
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struct CUserData
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{
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CGameClient *m_pGameClient;
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bool m_Render;
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} g_UserData;
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static int LoadSoundsThread(void *pUser)
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{
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CUserData *pData = static_cast<CUserData *>(pUser);
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for(int s = 0; s < g_pData->m_NumSounds; s++)
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{
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for(int i = 0; i < g_pData->m_aSounds[s].m_NumSounds; i++)
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{
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int Id = pData->m_pGameClient->Sound()->LoadWV(g_pData->m_aSounds[s].m_aSounds[i].m_pFilename);
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g_pData->m_aSounds[s].m_aSounds[i].m_Id = Id;
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}
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if(pData->m_Render)
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pData->m_pGameClient->m_pMenus->RenderLoading();
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}
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return 0;
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}
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int CSounds::GetSampleId(int SetId)
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{
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if(!g_Config.m_SndEnable || !Sound()->IsSoundEnabled() || m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
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return -1;
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CDataSoundset *pSet = &g_pData->m_aSounds[SetId];
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if(!pSet->m_NumSounds)
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return -1;
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if(pSet->m_NumSounds == 1)
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return pSet->m_aSounds[0].m_Id;
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// return random one
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int Id;
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do
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{
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Id = rand() % pSet->m_NumSounds;
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}
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while(Id == pSet->m_Last);
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pSet->m_Last = Id;
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return pSet->m_aSounds[Id].m_Id;
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}
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void CSounds::OnInit()
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{
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// setup sound channels
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Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_MUSIC, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f, 1.0f);
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Sound()->SetChannel(CSounds::CHN_GLOBAL, 1.0f, 0.0f);
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Sound()->SetListenerPos(0.0f, 0.0f);
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ClearQueue();
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// load sounds
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if(g_Config.m_ClThreadsoundloading)
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{
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g_UserData.m_pGameClient = m_pClient;
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g_UserData.m_Render = false;
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m_pClient->Engine()->AddJob(&m_SoundJob, LoadSoundsThread, &g_UserData);
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m_WaitForSoundJob = true;
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}
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else
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{
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g_UserData.m_pGameClient = m_pClient;
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g_UserData.m_Render = true;
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LoadSoundsThread(&g_UserData);
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m_WaitForSoundJob = false;
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}
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}
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void CSounds::OnReset()
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{
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if(Client()->State() >= IClient::STATE_ONLINE)
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{
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Sound()->StopAll();
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ClearQueue();
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}
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}
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void CSounds::OnStateChange(int NewState, int OldState)
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{
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if(NewState == IClient::STATE_ONLINE || NewState == IClient::STATE_DEMOPLAYBACK)
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OnReset();
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}
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void CSounds::OnRender()
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{
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// check for sound initialisation
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if(m_WaitForSoundJob)
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{
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if(m_SoundJob.Status() == CJob::STATE_DONE)
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m_WaitForSoundJob = false;
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else
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return;
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}
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// set listner pos
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Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y);
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// play sound from queue
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if(m_QueuePos > 0)
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{
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int64 Now = time_get();
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if(m_QueueWaitTime <= Now)
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{
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Play(m_aQueue[0].m_Channel, m_aQueue[0].m_SetId, 1.0f);
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m_QueueWaitTime = Now+time_freq()*3/10; // wait 300ms before playing the next one
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if(--m_QueuePos > 0)
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mem_move(m_aQueue, m_aQueue+1, m_QueuePos*sizeof(QueueEntry));
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}
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}
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}
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void CSounds::ClearQueue()
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{
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mem_zero(m_aQueue, sizeof(m_aQueue));
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m_QueuePos = 0;
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m_QueueWaitTime = time_get();
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}
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void CSounds::Enqueue(int Channel, int SetId)
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{
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// add sound to the queue
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if(m_QueuePos < QUEUE_SIZE)
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{
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if(Channel == CHN_MUSIC || !g_Config.m_ClEditor)
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{
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m_aQueue[m_QueuePos].m_Channel = Channel;
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m_aQueue[m_QueuePos++].m_SetId = SetId;
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}
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}
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}
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void CSounds::PlayAndRecord(int Chn, int SetId, float Vol, vec2 Pos)
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{
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CNetMsg_Sv_SoundGlobal Msg;
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Msg.m_SoundID = SetId;
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Client()->SendPackMsg(&Msg, MSGFLAG_NOSEND|MSGFLAG_RECORD);
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Play(Chn, SetId, Vol);
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}
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void CSounds::Play(int Chn, int SetId, float Vol)
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{
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if(Chn == CHN_MUSIC && !g_Config.m_SndMusic)
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return;
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int SampleId = GetSampleId(SetId);
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if(SampleId == -1)
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return;
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int Flags = 0;
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if(Chn == CHN_MUSIC)
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Flags = ISound::FLAG_LOOP;
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Sound()->Play(Chn, SampleId, Flags);
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}
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void CSounds::PlayAt(int Chn, int SetId, float Vol, vec2 Pos)
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{
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if(Chn == CHN_MUSIC && !g_Config.m_SndMusic)
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return;
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int SampleId = GetSampleId(SetId);
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if(SampleId == -1)
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return;
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int Flags = 0;
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if(Chn == CHN_MUSIC)
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Flags = ISound::FLAG_LOOP;
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Sound()->PlayAt(Chn, SampleId, Flags, Pos.x, Pos.y);
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}
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void CSounds::Stop(int SetId)
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{
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if(m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
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return;
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CDataSoundset *pSet = &g_pData->m_aSounds[SetId];
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for(int i = 0; i < pSet->m_NumSounds; i++)
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Sound()->Stop(pSet->m_aSounds[i].m_Id);
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}
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