Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Sounds/SoundPlayer.cs
2018-04-18 11:02:58 +03:00

470 lines
17 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Sounds;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
public struct DamageSound
{
//the range of inflicted damage where the sound can be played
//(10.0f, 30.0f) would be played when the inflicted damage is between 10 and 30
public readonly Vector2 damageRange;
public readonly string damageType;
public readonly Sound sound;
public readonly string requiredTag;
public DamageSound(Sound sound, Vector2 damageRange, string damageType, string requiredTag = "")
{
this.sound = sound;
this.damageRange = damageRange;
this.damageType = damageType;
this.requiredTag = requiredTag;
}
}
public class BackgroundMusic
{
public readonly string file;
public readonly string type;
public readonly Vector2 priorityRange;
public BackgroundMusic(string file, string type, Vector2 priorityRange)
{
this.file = file;
this.type = type;
this.priorityRange = priorityRange;
}
}
static class SoundPlayer
{
private static ILookup<string, Sound> miscSounds;
//music
public static float MusicVolume = 1.0f;
private const float MusicLerpSpeed = 1.0f;
private const float UpdateMusicInterval = 5.0f;
private static BackgroundMusic currentMusic;
private static BackgroundMusic targetMusic;
private static List<BackgroundMusic> musicClips;
private static float currMusicVolume;
private static float updateMusicTimer;
//ambience
private static List<Sound> waterAmbiences = new List<Sound>();
private static int[] waterAmbienceIndexes = new int[2];
private static float ambientSoundTimer;
private static Vector2 ambientSoundInterval = new Vector2(20.0f, 40.0f); //x = min, y = max
//misc
public static List<Sound> FlowSounds = new List<Sound>();
public static List<Sound> SplashSounds = new List<Sound>();
private static List<DamageSound> damageSounds;
private static Sound startUpSound;
public static bool Initialized;
public static string OverrideMusicType
{
get;
set;
}
public static float? OverrideMusicDuration;
public static int SoundCount;
public static IEnumerable<object> Init()
{
OverrideMusicType = null;
List<string> soundFiles = GameMain.Config.SelectedContentPackage.GetFilesOfType(ContentType.Sounds);
List<XElement> soundElements = new List<XElement>();
foreach (string soundFile in soundFiles)
{
XDocument doc = XMLExtensions.TryLoadXml(soundFile);
if (doc != null && doc.Root != null)
{
soundElements.AddRange(doc.Root.Elements());
}
}
SoundCount = 1 + soundElements.Count();
var startUpSoundElement = soundElements.Find(e => e.Name.ToString().ToLowerInvariant() == "startupsound");
if (startUpSoundElement != null)
{
startUpSound = Sound.Load(startUpSoundElement, false);
startUpSound.Play();
}
yield return CoroutineStatus.Running;
List<KeyValuePair<string, Sound>> miscSoundList = new List<KeyValuePair<string, Sound>>();
damageSounds = new List<DamageSound>();
musicClips = new List<BackgroundMusic>();
foreach (XElement soundElement in soundElements)
{
yield return CoroutineStatus.Running;
switch (soundElement.Name.ToString().ToLowerInvariant())
{
case "music":
string file = soundElement.GetAttributeString("file", "");
string type = soundElement.GetAttributeString("type", "").ToLowerInvariant();
Vector2 priority = soundElement.GetAttributeVector2("priorityrange", new Vector2(0.0f, 100.0f));
musicClips.Add(new BackgroundMusic(file, type, priority));
break;
case "splash":
SplashSounds.Add(Sound.Load(soundElement, false));
break;
case "flow":
FlowSounds.Add(Sound.Load(soundElement, false));
break;
case "waterambience":
waterAmbiences.Add(Sound.Load(soundElement, false));
break;
case "damagesound":
Sound damageSound = Sound.Load(soundElement.GetAttributeString("file", ""), false);
if (damageSound == null) continue;
string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
damageSounds.Add(new DamageSound(
damageSound,
soundElement.GetAttributeVector2("damagerange", new Vector2(0.0f, 100.0f)),
damageSoundType,
soundElement.GetAttributeString("requiredtag", "")));
break;
default:
Sound sound = Sound.Load(soundElement.GetAttributeString("file", ""), false);
if (sound != null)
{
miscSoundList.Add(new KeyValuePair<string, Sound>(soundElement.Name.ToString().ToLowerInvariant(), sound));
}
break;
}
}
miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
Initialized = true;
yield return CoroutineStatus.Success;
}
public static void Update(float deltaTime)
{
UpdateMusic(deltaTime);
if (startUpSound != null && !startUpSound.IsPlaying)
{
startUpSound.Remove();
startUpSound = null;
}
//stop submarine ambient sounds if no sub is loaded
if (Submarine.MainSub == null)
{
for (int i = 0; i < waterAmbienceIndexes.Length; i++)
{
if (waterAmbienceIndexes[i] <= 0) continue;
SoundManager.Stop(waterAmbienceIndexes[i]);
waterAmbienceIndexes[i] = 0;
}
return;
}
float ambienceVolume = 0.8f;
float lowpassHFGain = 1.0f;
if (Character.Controlled != null)
{
AnimController animController = Character.Controlled.AnimController;
if (animController.HeadInWater)
{
ambienceVolume = 1.0f;
ambienceVolume += animController.Limbs[0].LinearVelocity.Length();
lowpassHFGain = 0.2f;
}
lowpassHFGain *= Character.Controlled.LowPassMultiplier;
}
//how fast the sub is moving, scaled to 0.0 -> 1.0
float movementSoundVolume = 0.0f;
foreach (Submarine sub in Submarine.Loaded)
{
float movementFactor = (sub.Velocity == Vector2.Zero) ? 0.0f : sub.Velocity.Length() / 10.0f;
movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
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);
}
movementSoundVolume = Math.Max(movementSoundVolume, movementFactor);
}
if (ambientSoundTimer > 0.0f)
{
ambientSoundTimer -= (float)Timing.Step;
}
else
{
PlaySound(
"ambient",
Rand.Range(0.5f, 1.0f),
1000.0f,
new Vector2(Sound.CameraPos.X, Sound.CameraPos.Y) + Rand.Vector(100.0f));
ambientSoundTimer = Rand.Range(ambientSoundInterval.X, ambientSoundInterval.Y);
}
SoundManager.LowPassHFGain = lowpassHFGain;
if (waterAmbiences.Count > 1)
{
waterAmbienceIndexes[0] = waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
}
}
public static Sound GetSound(string soundTag)
{
var matchingSounds = miscSounds[soundTag].ToList();
if (matchingSounds.Count == 0) return null;
return matchingSounds[Rand.Int(matchingSounds.Count)];
}
public static void PlaySound(string soundTag, float volume = 1.0f)
{
var sound = GetSound(soundTag);
if (sound != null) sound.Play(volume);
}
public static void PlaySound(string soundTag, float volume, float range, Vector2 position)
{
var sound = GetSound(soundTag);
if (sound != null) sound.Play(volume, range, position);
}
private static void UpdateMusic(float deltaTime)
{
if (musicClips == null) return;
if (OverrideMusicType != null && OverrideMusicDuration.HasValue)
{
OverrideMusicDuration -= deltaTime;
if (OverrideMusicDuration <= 0.0f)
{
OverrideMusicType = null;
OverrideMusicDuration = null;
}
}
updateMusicTimer -= deltaTime;
if (updateMusicTimer <= 0.0f)
{
List<BackgroundMusic> suitableMusic = GetSuitableMusicClips();
if (suitableMusic.Count == 0)
{
targetMusic = null;
}
else if (!suitableMusic.Contains(currentMusic))
{
int index = Rand.Int(suitableMusic.Count);
if (currentMusic == null || suitableMusic[index].file != currentMusic.file)
{
targetMusic = suitableMusic[index];
}
}
updateMusicTimer = UpdateMusicInterval;
}
if (targetMusic == null || currentMusic == null || targetMusic.file != currentMusic.file)
{
currMusicVolume = MathHelper.Lerp(currMusicVolume, 0.0f, MusicLerpSpeed * deltaTime);
if (currentMusic != null) Sound.StreamVolume(currMusicVolume);
if (currMusicVolume < 0.01f)
{
Sound.StopStream();
try
{
if (targetMusic != null) Sound.StartStream(targetMusic.file, currMusicVolume);
}
catch (FileNotFoundException e)
{
DebugConsole.ThrowError("Music clip " + targetMusic.file + " not found!", e);
}
currentMusic = targetMusic;
}
}
else
{
currMusicVolume = MathHelper.Lerp(currMusicVolume, MusicVolume, MusicLerpSpeed * deltaTime);
Sound.StreamVolume(currMusicVolume);
}
}
public static void SwitchMusic()
{
var suitableMusic = GetSuitableMusicClips();
if (suitableMusic.Count > 1)
{
targetMusic = suitableMusic.Find(m => m != currentMusic);
}
}
private static List<BackgroundMusic> GetSuitableMusicClips()
{
string musicType = GetCurrentMusicType();
return musicClips.Where(music => music != null && music.type == musicType).ToList();
}
private static string GetCurrentMusicType()
{
if (OverrideMusicType != null) return OverrideMusicType;
if (Character.Controlled != null &&
Level.Loaded != null && Level.Loaded.Ruins != null &&
Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
{
return "ruins";
}
Submarine targetSubmarine = Character.Controlled?.Submarine;
if ((targetSubmarine != null && targetSubmarine.AtDamageDepth) ||
(Screen.Selected == GameMain.GameScreen && GameMain.GameScreen.Cam.Position.Y < SubmarineBody.DamageDepth))
{
return "deep";
}
if (targetSubmarine != null)
{
List<Reactor> reactors = new List<Reactor>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine != targetSubmarine) continue;
var reactor = item.GetComponent<Reactor>();
if (reactor != null)
{
reactors.Add(reactor);
}
}
if (reactors.All(r => r.Temperature < 1.0f)) return "repair";
float floodedArea = 0.0f;
float totalArea = 0.0f;
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine != targetSubmarine) continue;
floodedArea += hull.WaterVolume;
totalArea += hull.Volume;
}
if (totalArea > 0.0f && floodedArea / totalArea > 0.25f) return "repair";
}
float enemyDistThreshold = 5000.0f;
if (targetSubmarine != null)
{
enemyDistThreshold = Math.Max(enemyDistThreshold, Math.Max(targetSubmarine.Borders.Width, targetSubmarine.Borders.Height) * 2.0f);
}
foreach (Character character in Character.CharacterList)
{
EnemyAIController enemyAI = character.AIController as EnemyAIController;
if (enemyAI == null || (enemyAI.AttackHumans < 0.0f && enemyAI.AttackRooms < 0.0f)) continue;
if (targetSubmarine != null)
{
if (Vector2.DistanceSquared(character.WorldPosition, targetSubmarine.WorldPosition) < enemyDistThreshold * enemyDistThreshold)
{
return "monster";
}
}
else if (Character.Controlled != null)
{
if (Vector2.DistanceSquared(character.WorldPosition, Character.Controlled.WorldPosition) < enemyDistThreshold * enemyDistThreshold)
{
return "monster";
}
}
}
return "default";
}
public static void PlaySplashSound(Vector2 worldPosition, float strength)
{
int splashIndex = MathHelper.Clamp((int)(strength + Rand.Range(-2, 2)), 0, SplashSounds.Count - 1);
SplashSounds[splashIndex].Play(1.0f, 800.0f, worldPosition);
}
public static void PlayDamageSound(string damageType, float damage, PhysicsBody body)
{
Vector2 bodyPosition = body.DrawPosition;
PlayDamageSound(damageType, damage, bodyPosition, 800.0f);
}
public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, List<string> tags = null)
{
damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
var sounds = damageSounds.FindAll(s =>
s.damageRange == null ||
(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);
Debug.WriteLine("playing: " + sounds[selectedSound].sound);
}
}
}