(5a377a8ee) Unstable v0.9.1000.0

This commit is contained in:
Juan Pablo Arce
2020-05-13 12:55:42 -03:00
parent b143329701
commit a1ca41aa5d
426 changed files with 14384 additions and 5708 deletions
@@ -3,7 +3,7 @@ using Barotrauma.Sounds;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using Barotrauma.IO;
using System.Linq;
using System.Xml.Linq;
@@ -73,8 +73,8 @@ namespace Barotrauma
private static float updateMusicTimer;
//ambience
private static List<Sound> waterAmbiences = new List<Sound>();
private static SoundChannel[] waterAmbienceChannels = new SoundChannel[2];
private static Sound waterAmbienceIn, waterAmbienceOut, waterAmbienceMoving;
private static SoundChannel[] waterAmbienceChannels = new SoundChannel[3];
private static float ambientSoundTimer;
private static Vector2 ambientSoundInterval = new Vector2(20.0f, 40.0f); //x = min, y = max
@@ -148,7 +148,7 @@ namespace Barotrauma
}
soundElements.AddRange(mainElement.Elements());
}
SoundCount = 1 + soundElements.Count();
var startUpSoundElement = soundElements.Find(e => e.Name.ToString().Equals("startupsound", StringComparison.OrdinalIgnoreCase));
@@ -159,11 +159,13 @@ namespace Barotrauma
}
yield return CoroutineStatus.Running;
List<KeyValuePair<string, Sound>> miscSoundList = new List<KeyValuePair<string, Sound>>();
damageSounds = damageSounds ?? new List<DamageSound>();
musicClips = musicClips ?? new List<BackgroundMusic>();
damageSounds ??= new List<DamageSound>();
musicClips ??= new List<BackgroundMusic>();
bool firstWaterAmbienceLoaded = false;
foreach (XElement soundElement in soundElements)
{
yield return CoroutineStatus.Running;
@@ -195,17 +197,57 @@ namespace Barotrauma
FlowSounds.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
break;
case "waterambience":
waterAmbiences.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
//backwards compatibility (1st waterambience used to be played both inside and outside, 2nd when moving)
if (!firstWaterAmbienceLoaded)
{
waterAmbienceIn?.Dispose();
waterAmbienceOut?.Dispose();
if (File.Exists(soundElement.GetAttributeString("file", "")))
{
waterAmbienceIn = GameMain.SoundManager.LoadSound(soundElement, false);
waterAmbienceOut = GameMain.SoundManager.LoadSound(soundElement, false);
}
else
{
waterAmbienceIn = GameMain.SoundManager.LoadSound(soundElement, false, "Content/Sounds/Water/WaterAmbienceIn.ogg");
waterAmbienceOut = GameMain.SoundManager.LoadSound(soundElement, false, "Content/Sounds/Water/WaterAmbienceOut.ogg");
}
firstWaterAmbienceLoaded = true;
}
else
{
waterAmbienceMoving?.Dispose();
if (File.Exists(soundElement.GetAttributeString("file", "")))
{
waterAmbienceMoving = GameMain.SoundManager.LoadSound(soundElement, false);
}
else
{
waterAmbienceMoving = GameMain.SoundManager.LoadSound(soundElement, false, "Content/Sounds/Water/WaterAmbienceMoving.ogg");
}
}
break;
case "waterambiencein":
waterAmbienceIn?.Dispose();
waterAmbienceIn = GameMain.SoundManager.LoadSound(soundElement, false);
break;
case "waterambienceout":
waterAmbienceOut?.Dispose();
waterAmbienceOut = GameMain.SoundManager.LoadSound(soundElement, false);
break;
case "waterambiencemoving":
waterAmbienceMoving?.Dispose();
waterAmbienceMoving = GameMain.SoundManager.LoadSound(soundElement, false);
break;
case "damagesound":
Sound damageSound = GameMain.SoundManager.LoadSound(soundElement, false);
if (damageSound == null) { continue; }
string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
damageSounds.Add(new DamageSound(
damageSound,
soundElement.GetAttributeVector2("damagerange", Vector2.Zero),
damageSoundType,
damageSound,
soundElement.GetAttributeVector2("damagerange", Vector2.Zero),
damageSoundType,
soundElement.GetAttributeString("requiredtag", "")));
break;
@@ -218,15 +260,15 @@ namespace Barotrauma
break;
}
}
catch (FileNotFoundException e)
catch (System.IO.FileNotFoundException e)
{
DebugConsole.ThrowError("Error while initializing SoundPlayer.", e);
}
}
}
musicClips.RemoveAll(mc => !soundElements.Any(e => SoundElementsEquivalent(mc.Element, e)));
for (int i=0;i<currentMusic.Length;i++)
for (int i = 0; i < currentMusic.Length; i++)
{
if (currentMusic[i] != null && !musicClips.Any(mc => mc.File == currentMusic[i].Filename))
{
@@ -246,12 +288,6 @@ namespace Barotrauma
});
FlowSounds.RemoveAll(s => s.Disposed);
waterAmbiences.ForEach(s =>
{
if (!soundElements.Any(e => SoundElementsEquivalent(s.XElement, e))) { s.Dispose(); }
});
waterAmbiences.RemoveAll(s => s.Disposed);
damageSounds.ForEach(s =>
{
if (!soundElements.Any(e => SoundElementsEquivalent(s.sound.XElement, e))) { s.sound.Dispose(); }
@@ -273,7 +309,7 @@ namespace Barotrauma
fireVolumeLeft = new float[2];
fireVolumeRight = new float[2];
miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
Initialized = true;
@@ -282,7 +318,7 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
public static void Update(float deltaTime)
{
@@ -293,27 +329,27 @@ namespace Barotrauma
if (startUpSound != null && !GameMain.SoundManager.IsPlaying(startUpSound))
{
startUpSound.Dispose();
startUpSound = null;
startUpSound = null;
}
//stop water sounds if no sub is loaded
if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
{
for (int i = 0; i < waterAmbienceChannels.Length; i++)
{
if (waterAmbienceChannels[i] == null) continue;
if (waterAmbienceChannels[i] == null) { continue; }
waterAmbienceChannels[i].FadeOutAndDispose();
waterAmbienceChannels[i] = null;
}
for (int i = 0; i < FlowSounds.Count; i++)
{
if (flowSoundChannels[i] == null) continue;
if (flowSoundChannels[i] == null) { continue; }
flowSoundChannels[i].FadeOutAndDispose();
flowSoundChannels[i] = null;
}
for (int i = 0; i < fireSoundChannels.Length; i++)
{
if (fireSoundChannels[i] == null) continue;
if (fireSoundChannels[i] == null) { continue; }
fireSoundChannels[i].FadeOutAndDispose();
fireSoundChannels[i] = null;
}
@@ -333,17 +369,20 @@ namespace Barotrauma
}
}
UpdateWaterAmbience(ambienceVolume);
UpdateWaterAmbience(ambienceVolume, deltaTime);
UpdateWaterFlowSounds(deltaTime);
UpdateRandomAmbience(deltaTime);
UpdateFireSounds(deltaTime);
UpdateFireSounds(deltaTime);
}
private static void UpdateWaterAmbience(float ambienceVolume)
private static void UpdateWaterAmbience(float ambienceVolume, float deltaTime)
{
if (GameMain.SoundManager.Disabled) { return; }
//how fast the sub is moving, scaled to 0.0 -> 1.0
float movementSoundVolume = 0.0f;
float insideSubFactor = 0.0f;
foreach (Submarine sub in Submarine.Loaded)
{
float movementFactor = (sub.Velocity == Vector2.Zero) ? 0.0f : sub.Velocity.Length() / 10.0f;
@@ -352,7 +391,12 @@ namespace Barotrauma
if (Character.Controlled == null || Character.Controlled.Submarine != sub)
{
float dist = Vector2.Distance(GameMain.GameScreen.Cam.WorldViewCenter, sub.WorldPosition);
movementFactor = movementFactor / Math.Max(dist / 1000.0f, 1.0f);
movementFactor /= Math.Max(dist / 1000.0f, 1.0f);
insideSubFactor = Math.Max(1.0f / Math.Max(dist / 1000.0f, 1.0f), insideSubFactor);
}
else
{
insideSubFactor = 1.0f;
}
movementSoundVolume = Math.Max(movementSoundVolume, movementFactor);
@@ -365,28 +409,38 @@ namespace Barotrauma
}
}
if (waterAmbiences.Count > 1)
for (int i = 0; i < 3; i++)
{
if (waterAmbienceChannels[0] == null || !waterAmbienceChannels[0].IsPlaying)
float volume = 0.0f;
Sound sound = null;
switch (i)
{
waterAmbienceChannels[0] = waterAmbiences[0].Play(ambienceVolume * (1.0f - movementSoundVolume),"waterambience");
//waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
waterAmbienceChannels[0].Looping = true;
}
else
{
waterAmbienceChannels[0].Gain = ambienceVolume * (1.0f - movementSoundVolume);
case 0:
volume = ambienceVolume * (1.0f - movementSoundVolume) * insideSubFactor;
sound = waterAmbienceIn;
break;
case 1:
volume = ambienceVolume * movementSoundVolume * insideSubFactor;
sound = waterAmbienceMoving;
break;
case 2:
volume = 1.0f - insideSubFactor;
sound = waterAmbienceOut;
break;
}
if (waterAmbienceChannels[1] == null || !waterAmbienceChannels[1].IsPlaying)
if ((waterAmbienceChannels[i] == null || !waterAmbienceChannels[i].IsPlaying) && volume > 0.01f)
{
waterAmbienceChannels[1] = waterAmbiences[1].Play(ambienceVolume * movementSoundVolume, "waterambience");
//waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
waterAmbienceChannels[1].Looping = true;
waterAmbienceChannels[i] = sound.Play(volume, "waterambience");
waterAmbienceChannels[i].Looping = true;
}
else
else if (waterAmbienceChannels[i] != null)
{
waterAmbienceChannels[1].Gain = ambienceVolume * movementSoundVolume;
waterAmbienceChannels[i].Gain += deltaTime * Math.Sign(volume - waterAmbienceChannels[i].Gain);
if (waterAmbienceChannels[i].Gain < 0.01f)
{
waterAmbienceChannels[i].FadeOutAndDispose();
}
}
}
}
@@ -401,17 +455,25 @@ namespace Barotrauma
Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
foreach (Gap gap in Gap.GapList)
{
if (gap.Open < 0.01f) continue;
float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
if (gapFlow < 10.0f) continue;
int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
Vector2 diff = gap.WorldPosition - listenerPos;
if (Math.Abs(diff.X) < FlowSoundRange && Math.Abs(diff.Y) < FlowSoundRange)
{
if (gap.Open < 0.01f) { continue; }
float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
if (!gap.IsRoomToRoom) { gapFlow *= 2.0f; }
if (gapFlow < 10.0f) { continue; }
if (gap.linkedTo.Count == 2 && gap.linkedTo[0] is Hull hull1 && gap.linkedTo[1] is Hull hull2)
{
//no flow sounds between linked hulls (= rooms consisting of multiple hulls)
if (hull1.linkedTo.Contains(hull2)) { continue; }
if (hull1.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { continue; }
if (hull2.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { continue; }
}
int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
float dist = diff.Length();
float distFallOff = dist / FlowSoundRange;
if (distFallOff >= 0.99f) continue;
@@ -419,11 +481,11 @@ namespace Barotrauma
//flow at the left side
if (diff.X < 0)
{
targetFlowLeft[flowSoundIndex] = 1.0f - distFallOff;
targetFlowLeft[flowSoundIndex] += 1.0f - distFallOff;
}
else
{
targetFlowRight[flowSoundIndex] = 1.0f - distFallOff;
targetFlowRight[flowSoundIndex] += 1.0f - distFallOff;
}
}
}
@@ -432,10 +494,10 @@ namespace Barotrauma
{
flowVolumeLeft[i] = (targetFlowLeft[i] < flowVolumeLeft[i]) ?
Math.Max(targetFlowLeft[i], flowVolumeLeft[i] - deltaTime) :
Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime);
Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime * 10.0f);
flowVolumeRight[i] = (targetFlowRight[i] < flowVolumeRight[i]) ?
Math.Max(targetFlowRight[i], flowVolumeRight[i] - deltaTime) :
Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime);
Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime * 10.0f);
if (flowVolumeLeft[i] < 0.05f && flowVolumeRight[i] < 0.05f)
{
@@ -869,20 +931,22 @@ namespace Barotrauma
PlayDamageSound(damageType, damage, bodyPosition, 800.0f);
}
private static readonly List<DamageSound> tempList = new List<DamageSound>();
public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, IEnumerable<string> tags = null)
{
damage = MathHelper.Clamp(damage + Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
var sounds = damageSounds.FindAll(s =>
(s.damageRange == Vector2.Zero ||
(damage >= s.damageRange.X && damage <= s.damageRange.Y)) &&
s.damageType == damageType &&
(tags == null ? string.IsNullOrEmpty(s.requiredTag) : tags.Contains(s.requiredTag)));
if (!sounds.Any()) return;
int selectedSound = Rand.Int(sounds.Count);
sounds[selectedSound].sound.Play(1.0f, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, null));
}
tempList.Clear();
foreach (var s in damageSounds)
{
if ((s.damageRange == Vector2.Zero ||
(damage >= s.damageRange.X && damage <= s.damageRange.Y)) &&
string.Equals(s.damageType, damageType, StringComparison.OrdinalIgnoreCase) &&
(tags == null ? string.IsNullOrEmpty(s.requiredTag) : tags.Contains(s.requiredTag)))
{
tempList.Add(s);
}
}
tempList.GetRandom().sound?.Play(1.0f, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, null));
}
}
}