- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.

- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
This commit is contained in:
Joonas Rikkonen
2017-08-24 19:56:31 +03:00
parent 7186a8010a
commit 4bdbf05875
23 changed files with 218 additions and 112 deletions
@@ -9,6 +9,7 @@ namespace Barotrauma
partial class BackgroundSprite
{
public ParticleEmitter ParticleEmitter;
public Sound Sound;
}
partial class BackgroundSpriteManager
@@ -21,21 +22,24 @@ namespace Barotrauma
{
foreach (BackgroundSprite s in visibleSprites)
{
if (s.Prefab.ParticleEmitterPrefab != null)
if (s.ParticleEmitter != null)
{
Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
Vector2 emitterPos = s.LocalToWorld(new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y));
s.ParticleEmitter.Emit(deltaTime, emitterPos);
}
if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
if (s.Sound != null)
{
int sourceIndex;
Vector2 soundPos = s.LocalToWorld(new Vector2(s.Prefab.SoundPosition.X, s.Prefab.SoundPosition.Y));
if (!Sounds.SoundManager.IsPlaying(s.Sound, out sourceIndex))
{
var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
emitterPos = new Vector2(
ca * emitterPos.X + sa * emitterPos.Y,
-sa * emitterPos.X + ca * emitterPos.Y);
s.Sound.Play(soundPos);
}
else
{
s.Sound.UpdatePosition(soundPos);
}
s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
}
}
}
@@ -1,4 +1,5 @@
using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Barotrauma
{
@@ -6,5 +7,8 @@ namespace Barotrauma
{
public readonly Particles.ParticleEmitterPrefab ParticleEmitterPrefab;
public readonly Vector2 EmitterPosition;
public readonly XElement SoundElement;
public readonly Vector2 SoundPosition;
}
}
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Linq;
namespace Barotrauma
{
@@ -17,17 +18,21 @@ namespace Barotrauma
private OggSound oggSound;
string filePath;
private readonly string filePath;
private readonly bool destroyOnGameEnd;
private float baseVolume;
private float range;
private int alSourceId;
private bool destroyOnGameEnd;
//public float Volume
//{
// set { SoundManager.Volume(sourceIndex, value); }
//}
public bool IsPlaying
{
get
{
return SoundManager.IsPlaying(alSourceId);
}
}
private Sound(string file, bool destroyOnGameEnd)
{
@@ -52,11 +57,14 @@ namespace Barotrauma
ALHelper.Check();
}
baseVolume = 1.0f;
range = 1000.0f;
this.destroyOnGameEnd = destroyOnGameEnd;
loadedSounds.Add(this);
}
public string FilePath
{
get { return filePath; }
@@ -83,6 +91,20 @@ namespace Barotrauma
return new Sound(file, destroyOnGameEnd);
}
public static Sound Load(XElement element, bool destroyOnGameEnd = true)
{
string filePath = ToolBox.GetAttributeString(element, "file", "");
var newSound = new Sound(filePath, destroyOnGameEnd);
if (newSound != null)
{
newSound.baseVolume = ToolBox.GetAttributeFloat(element, "volume", 1.0f);
newSound.range = ToolBox.GetAttributeFloat(element, "range", 1000.0f);
}
return newSound;
}
public int Play(float volume = 1.0f)
{
if (volume <= 0.0f) return -1;
@@ -91,77 +113,53 @@ namespace Barotrauma
return alSourceId;
}
public int Play(Vector2 position)
{
return Play(baseVolume, range, position);
}
public int Play(float baseVolume, float range, Vector2 position)
{
//position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
//volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(volume * (range - position.Length())/range, 0.0f, 1.0f);
Vector2 relativePos = GetRelativePosition(position);
float volume = GetVolume(relativePos, range, baseVolume);
if (volume <= 0.0f) return -1;
alSourceId = SoundManager.Play(this, relativePos/100.0f, volume);
alSourceId = SoundManager.Play(this, relativePos, volume);
return alSourceId;
//if (newIndex == -1) return -1;
//return UpdatePosition(newIndex, position, range, volume);
}
//public int Play(float volume, float range, Body body)
//{
// //Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
// //bodyPosition.Y = -bodyPosition.Y;
// alSourceId = Play(volume, range, ConvertUnits.ToDisplayUnits(body.Position));
// return alSourceId;
//}
public void UpdatePosition(Vector2 position)
{
int sourceIndex = -1;
if (SoundManager.IsPlaying(this, out sourceIndex))
{
Vector2 relativePos = GetRelativePosition(position);
float volume = GetVolume(relativePos, range, baseVolume);
if (volume <= 0.0f)
{
SoundManager.Stop(this);
return;
}
SoundManager.UpdateSoundPosition(sourceIndex, relativePos, volume);
}
}
private float GetVolume(Vector2 relativePosition, float range, float baseVolume)
{
float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - relativePosition.Length()) / range, 0.0f, 1.0f);
float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - (relativePosition.Length() * 100.0f)) / range, 0.0f, 1.0f);
return volume;
}
private Vector2 GetRelativePosition(Vector2 position)
{
return new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
return new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y) / 100.0f;
}
//public static int UpdatePosition(int sourceIndex, Vector2 position, float range, float baseVolume = 1.0f)
//{
// position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
// float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - position.Length())/range, 0.0f, 1.0f);
// if (volume <= 0.0f)
// {
// if (sourceIndex > 0)
// {
// SoundManager.Stop(sourceIndex);
// sourceIndex = -1;
// }
// return sourceIndex;
// }
// SoundManager.UpdateSoundPosition(sourceIndex, position, volume, volume);
// return sourceIndex;
//}
//public int UpdatePosition(int sourceIndex, Body body, float range, float baseVolume = 1.0f)
//{
// Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
// bodyPosition.Y = -bodyPosition.Y;
// return UpdatePosition(sourceIndex, bodyPosition, range, baseVolume);
//}
public int Loop(int sourceIndex, float volume)
{
if (volume <= 0.0f)
@@ -196,18 +194,10 @@ namespace Barotrauma
return sourceIndex;
}
alSourceId = SoundManager.Loop(this, sourceIndex, relativePos / 100.0f, volume);
alSourceId = SoundManager.Loop(this, sourceIndex, relativePos, volume);
return alSourceId;
}
public bool IsPlaying
{
get
{
return SoundManager.IsPlaying(alSourceId);
}
}
public static void OnGameEnd()
{
List<Sound> removableSounds = loadedSounds.FindAll(s => s.destroyOnGameEnd);
@@ -184,7 +184,7 @@ namespace Barotrauma.Sounds
if (Disabled) return;
if (sourceIndex < 1) return;
var state = AL.GetSourceState(alSources[sourceIndex]);
if (state == ALSourceState.Playing || state == ALSourceState.Paused)
{
@@ -195,6 +195,20 @@ namespace Barotrauma.Sounds
}
}
public static void Stop(Sound sound)
{
if (Disabled) return;
for (int i = 0; i < soundsPlaying.Length; i++)
{
if (soundsPlaying[i] == sound)
{
Stop(i);
}
}
}
public static Sound GetPlayingSound(int sourceIndex)
{
if (Disabled) return null;
@@ -215,6 +229,29 @@ namespace Barotrauma.Sounds
return AL.GetSourceState(alSources[sourceIndex]) == ALSourceState.Playing;
}
public static bool IsPlaying(Sound sound)
{
int temp;
return IsPlaying(sound, out temp);
}
public static bool IsPlaying(Sound sound, out int sourceIndex)
{
sourceIndex = -1;
if (Disabled) return false;
for (int i = 0; i < soundsPlaying.Length; i++)
{
if (soundsPlaying[i] == sound && AL.GetSourceState(alSources[i]) == ALSourceState.Playing)
{
sourceIndex = i;
return true;
}
}
return false;
}
public static bool IsPaused(int sourceIndex)
{
if (Disabled) return false;