Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Sounds/SoundPlayer.cs
2022-04-04 16:46:08 +09:00

890 lines
40 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Sounds;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Barotrauma.IO;
using System.Linq;
using System.Threading;
using System.Xml.Linq;
namespace Barotrauma
{
static class SoundPlayer
{
//music
private const float MusicLerpSpeed = 1.0f;
private const float UpdateMusicInterval = 5.0f;
const int MaxMusicChannels = 6;
private readonly static BackgroundMusic[] currentMusic = new BackgroundMusic[MaxMusicChannels];
private readonly static SoundChannel[] musicChannel = new SoundChannel[MaxMusicChannels];
private readonly static BackgroundMusic[] targetMusic = new BackgroundMusic[MaxMusicChannels];
private static IEnumerable<BackgroundMusic> musicClips => BackgroundMusic.BackgroundMusicPrefabs;
private static BackgroundMusic previousDefaultMusic;
private static float updateMusicTimer;
//ambience
private static Sound waterAmbienceIn => SoundPrefab.WaterAmbienceIn.ActivePrefab.Sound;
private static Sound waterAmbienceOut => SoundPrefab.WaterAmbienceOut.ActivePrefab.Sound;
private static Sound waterAmbienceMoving => SoundPrefab.WaterAmbienceMoving.ActivePrefab.Sound;
private static readonly HashSet<SoundChannel> waterAmbienceChannels = new HashSet<SoundChannel>();
private static float ambientSoundTimer;
private static Vector2 ambientSoundInterval = new Vector2(20.0f, 40.0f); //x = min, y = max
private static SoundChannel hullSoundChannel;
private static Hull hullSoundSource;
private static float hullSoundTimer;
private static Vector2 hullSoundInterval = new Vector2(45.0f, 90.0f); //x = min, y = max
//misc
private static float[] targetFlowLeft, targetFlowRight;
public static IReadOnlyList<SoundPrefab> FlowSounds => SoundPrefab.FlowSounds;
public static IReadOnlyList<SoundPrefab> SplashSounds => SoundPrefab.SplashSounds;
private static SoundChannel[] flowSoundChannels;
private static float[] flowVolumeLeft;
private static float[] flowVolumeRight;
const float FlowSoundRange = 1500.0f;
const float MaxFlowStrength = 400.0f; //the heaviest water sound effect is played when the water flow is this strong
private static SoundChannel[] fireSoundChannels;
private static float[] fireVolumeLeft;
private static float[] fireVolumeRight;
const float FireSoundRange = 1000.0f;
const float FireSoundMediumLimit = 100.0f;
const float FireSoundLargeLimit = 200.0f; //switch to large fire sound when the size of a firesource is above this
const int fireSizes = 3;
private static string[] fireSoundTags = new string[fireSizes] { "fire", "firemedium", "firelarge" };
// TODO: could use a dictionary to split up the list into smaller lists of same type?
private static IEnumerable<DamageSound> damageSounds => DamageSound.DamageSoundPrefabs;
private static bool firstTimeInMainMenu = true;
private static Sound startUpSound => SoundPrefab.StartupSound.ActivePrefab.Sound;
public static Identifier OverrideMusicType
{
get;
set;
}
public static float? OverrideMusicDuration;
public static void Update(float deltaTime)
{
UpdateMusic(deltaTime);
if (flowSoundChannels == null || flowSoundChannels.Length != FlowSounds.Count)
{
flowSoundChannels = new SoundChannel[FlowSounds.Count];
flowVolumeLeft = new float[FlowSounds.Count];
flowVolumeRight = new float[FlowSounds.Count];
targetFlowLeft = new float[FlowSounds.Count];
targetFlowRight = new float[FlowSounds.Count];
}
if (fireSoundChannels == null || fireSoundChannels.Length != fireSizes)
{
fireSoundChannels = new SoundChannel[fireSizes];
fireVolumeLeft = new float[fireSizes];
fireVolumeRight = new float[fireSizes];
}
//stop water sounds if no sub is loaded
if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
{
foreach (var chn in waterAmbienceChannels.Concat(flowSoundChannels).Concat(fireSoundChannels))
{
chn?.FadeOutAndDispose();
}
fireVolumeLeft[0] = 0.0f; fireVolumeLeft[1] = 0.0f;
fireVolumeRight[0] = 0.0f; fireVolumeRight[1] = 0.0f;
hullSoundChannel?.FadeOutAndDispose();
hullSoundSource = null;
return;
}
float ambienceVolume = 0.8f;
if (Character.Controlled != null && !Character.Controlled.Removed)
{
AnimController animController = Character.Controlled.AnimController;
if (animController.HeadInWater)
{
ambienceVolume = 1.0f;
float limbSpeed = animController.Limbs[0].LinearVelocity.Length();
if (MathUtils.IsValid(limbSpeed))
{
ambienceVolume += limbSpeed;
}
}
}
UpdateWaterAmbience(ambienceVolume, deltaTime);
UpdateWaterFlowSounds(deltaTime);
UpdateRandomAmbience(deltaTime);
UpdateHullSounds(deltaTime);
UpdateFireSounds(deltaTime);
}
private static void UpdateWaterAmbience(float ambienceVolume, float deltaTime)
{
if (GameMain.SoundManager.Disabled || GameMain.GameScreen?.Cam == null) { 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)
{
if (sub == null || sub.Removed) { continue; }
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 /= 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);
if (!MathUtils.IsValid(movementSoundVolume))
{
string errorMsg = "Failed to update water ambience volume - submarine's movement value invalid (" + movementSoundVolume + ", sub velocity: " + sub.Velocity + ")";
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("SoundPlayer.UpdateWaterAmbience:InvalidVolume", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
movementSoundVolume = 0.0f;
}
if (!MathUtils.IsValid(insideSubFactor))
{
string errorMsg = "Failed to update water ambience volume - inside sub value invalid (" + insideSubFactor + ")";
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("SoundPlayer.UpdateWaterAmbience:InvalidVolume", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
insideSubFactor = 0.0f;
}
}
void updateWaterAmbience(Sound sound, float volume)
{
SoundChannel chn = waterAmbienceChannels.FirstOrDefault(c => c.Sound == sound);
if (chn is null || !chn.IsPlaying)
{
if (!(chn is null)) { waterAmbienceChannels.Remove(chn); }
chn = sound.Play(volume, "waterambience");
chn.Looping = true;
waterAmbienceChannels.Add(chn);
}
else
{
chn.Gain += deltaTime * Math.Sign(volume - chn.Gain);
if (chn.Gain < 0.01f)
{
chn.FadeOutAndDispose();
}
}
}
updateWaterAmbience(waterAmbienceIn, ambienceVolume * (1.0f - movementSoundVolume) * insideSubFactor);
updateWaterAmbience(waterAmbienceMoving, ambienceVolume * movementSoundVolume * insideSubFactor);
updateWaterAmbience(waterAmbienceOut, 1.0f - insideSubFactor);
}
private static void UpdateWaterFlowSounds(float deltaTime)
{
if (FlowSounds.Count == 0) { return; }
for (int i = 0; i < targetFlowLeft.Length; i++)
{
targetFlowLeft[i] = 0.0f;
targetFlowRight[i] = 0.0f;
}
Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
foreach (Gap gap in Gap.GapList)
{
Vector2 diff = gap.WorldPosition - listenerPos;
if (Math.Abs(diff.X) < FlowSoundRange && Math.Abs(diff.Y) < FlowSoundRange)
{
if (gap.Open < 0.01f || gap.LerpedFlowForce.LengthSquared() < 100.0f) { 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;
//flow at the left side
if (diff.X < 0)
{
targetFlowLeft[flowSoundIndex] += 1.0f - distFallOff;
}
else
{
targetFlowRight[flowSoundIndex] += 1.0f - distFallOff;
}
}
}
if (Character.Controlled?.CharacterHealth?.GetAffliction("psychosis") is AfflictionPsychosis psychosis)
{
if (psychosis.CurrentFloodType == AfflictionPsychosis.FloodType.Minor)
{
targetFlowLeft[0] = Math.Max(targetFlowLeft[0], 1.0f);
targetFlowRight[0] = Math.Max(targetFlowRight[0], 1.0f);
}
else if (psychosis.CurrentFloodType == AfflictionPsychosis.FloodType.Major)
{
targetFlowLeft[FlowSounds.Count - 1] = Math.Max(targetFlowLeft[FlowSounds.Count - 1], 1.0f);
targetFlowRight[FlowSounds.Count - 1] = Math.Max(targetFlowRight[FlowSounds.Count - 1], 1.0f);
}
}
for (int i = 0; i < FlowSounds.Count; i++)
{
flowVolumeLeft[i] = (targetFlowLeft[i] < flowVolumeLeft[i]) ?
Math.Max(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 * 10.0f);
if (flowVolumeLeft[i] < 0.05f && flowVolumeRight[i] < 0.05f)
{
if (flowSoundChannels[i] != null)
{
flowSoundChannels[i].Dispose();
flowSoundChannels[i] = null;
}
}
else
{
Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (flowVolumeRight[i] - flowVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
if (flowSoundChannels[i] == null || !flowSoundChannels[i].IsPlaying)
{
flowSoundChannels[i] = FlowSounds[i].Sound.Play(1.0f, FlowSoundRange, soundPos);
flowSoundChannels[i].Looping = true;
}
flowSoundChannels[i].Gain = Math.Min(Math.Max(flowVolumeRight[i], flowVolumeLeft[i]), 1.0f);
flowSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
}
}
}
private static void UpdateFireSounds(float deltaTime)
{
for (int i = 0; i < fireVolumeLeft.Length; i++)
{
fireVolumeLeft[i] = 0.0f;
fireVolumeRight[i] = 0.0f;
}
Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
foreach (Hull hull in Hull.HullList)
{
foreach (FireSource fs in hull.FireSources)
{
AddFireVolume(fs);
}
foreach (FireSource fs in hull.FakeFireSources)
{
AddFireVolume(fs);
}
}
for (int i = 0; i < fireVolumeLeft.Length; i++)
{
if (fireVolumeLeft[i] < 0.05f && fireVolumeRight[i] < 0.05f)
{
if (fireSoundChannels[i] != null)
{
fireSoundChannels[i].FadeOutAndDispose();
fireSoundChannels[i] = null;
}
}
else
{
Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (fireVolumeRight[i] - fireVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
if (fireSoundChannels[i] == null || !fireSoundChannels[i].IsPlaying)
{
fireSoundChannels[i] = GetSound(fireSoundTags[i])?.Play(1.0f, FlowSoundRange, soundPos);
if (fireSoundChannels[i] == null) { continue; }
fireSoundChannels[i].Looping = true;
}
fireSoundChannels[i].Gain = Math.Max(fireVolumeRight[i], fireVolumeLeft[i]);
fireSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
}
}
void AddFireVolume(FireSource fs)
{
Vector2 diff = fs.WorldPosition + fs.Size / 2 - listenerPos;
if (Math.Abs(diff.X) < FireSoundRange && Math.Abs(diff.Y) < FireSoundRange)
{
Vector2 diffLeft = (fs.WorldPosition + new Vector2(fs.Size.X, fs.Size.Y / 2)) - listenerPos;
if (Math.Abs(diff.X) < fs.Size.X / 2.0f) { diffLeft.X = 0.0f; }
if (diffLeft.X <= 0)
{
float distFallOffLeft = diffLeft.Length() / FireSoundRange;
if (distFallOffLeft < 0.99f)
{
fireVolumeLeft[0] += (1.0f - distFallOffLeft);
if (fs.Size.X > FireSoundLargeLimit)
{
fireVolumeLeft[2] += (1.0f - distFallOffLeft) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
}
else if (fs.Size.X > FireSoundMediumLimit)
{
fireVolumeLeft[1] += (1.0f - distFallOffLeft) * ((fs.Size.X - FireSoundMediumLimit) / FireSoundMediumLimit);
}
}
}
Vector2 diffRight = (fs.WorldPosition + new Vector2(0.0f, fs.Size.Y / 2)) - listenerPos;
if (Math.Abs(diff.X) < fs.Size.X / 2.0f) { diffRight.X = 0.0f; }
if (diffRight.X >= 0)
{
float distFallOffRight = diffRight.Length() / FireSoundRange;
if (distFallOffRight < 0.99f)
{
fireVolumeRight[0] += 1.0f - distFallOffRight;
if (fs.Size.X > FireSoundLargeLimit)
{
fireVolumeRight[2] += (1.0f - distFallOffRight) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
}
else if (fs.Size.X > FireSoundMediumLimit)
{
fireVolumeRight[1] += (1.0f - distFallOffRight) * ((fs.Size.X - FireSoundMediumLimit) / FireSoundMediumLimit);
}
}
}
}
}
}
private static void UpdateRandomAmbience(float deltaTime)
{
if (ambientSoundTimer > 0.0f)
{
ambientSoundTimer -= deltaTime;
}
else
{
PlaySound(
"ambient",
new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y) + Rand.Vector(100.0f),
Rand.Range(0.5f, 1.0f),
1000.0f);
ambientSoundTimer = Rand.Range(ambientSoundInterval.X, ambientSoundInterval.Y);
}
}
private static void UpdateHullSounds(float deltaTime)
{
if (hullSoundChannel != null && hullSoundChannel.IsPlaying && hullSoundSource != null)
{
hullSoundChannel.Position = new Vector3(hullSoundSource.WorldPosition, 0.0f);
hullSoundChannel.Gain = GetHullSoundVolume(hullSoundSource.Submarine);
}
if (hullSoundTimer > 0.0f)
{
hullSoundTimer -= deltaTime;
}
else
{
if (!Level.IsLoadedOutpost && Character.Controlled?.CurrentHull?.Submarine is Submarine sub &&
sub.Info != null && !sub.Info.IsOutpost)
{
hullSoundSource = Character.Controlled.CurrentHull;
hullSoundChannel = PlaySound("hull", hullSoundSource.WorldPosition, volume: GetHullSoundVolume(sub), range: 1500.0f);
hullSoundTimer = Rand.Range(hullSoundInterval.X, hullSoundInterval.Y);
}
else
{
hullSoundTimer = 5.0f;
}
}
static float GetHullSoundVolume(Submarine sub)
{
var depth = Level.Loaded == null ? 0.0f : Math.Abs(sub.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
return Math.Clamp((depth - 800.0f) / 1500.0f, 0.4f, 1.0f);
}
}
public static Sound GetSound(string soundTag)
{
var matchingSounds = SoundPrefab.Prefabs.Where(p => p.ElementName == soundTag);
if (!matchingSounds.Any()) return null;
return matchingSounds.GetRandomUnsynced().Sound;
}
/// <summary>
/// Play a sound defined in a sound xml file without any positional effects.
/// </summary>
public static SoundChannel PlaySound(string soundTag, float volume = 1.0f)
{
var sound = GetSound(soundTag);
return sound?.Play(volume);
}
/// <summary>
/// Play a sound defined in a sound xml file. If the volume or range parameters are omitted, the volume and range defined in the sound xml are used.
/// </summary>
public static SoundChannel PlaySound(string soundTag, Vector2 position, float? volume = null, float? range = null, Hull hullGuess = null)
{
var sound = GetSound(soundTag);
if (sound == null) { return null; }
return PlaySound(sound, position, volume ?? sound.BaseGain, range ?? sound.BaseFar, 1.0f, hullGuess);
}
public static SoundChannel PlaySound(Sound sound, Vector2 position, float? volume = null, float? range = null, float? freqMult = null, Hull hullGuess = null, bool ignoreMuffling = false)
{
if (sound == null)
{
string errorMsg = "Error in SoundPlayer.PlaySound (sound was null)\n" + Environment.StackTrace.CleanupStackTrace();
GameAnalyticsManager.AddErrorEventOnce("SoundPlayer.PlaySound:SoundNull" + Environment.StackTrace.CleanupStackTrace(), GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return null;
}
float far = range ?? sound.BaseFar;
if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > far * far)
{
return null;
}
bool muffle = !ignoreMuffling && ShouldMuffleSound(Character.Controlled, position, far, hullGuess);
return sound.Play(volume ?? sound.BaseGain, far, freqMult ?? 1.0f, position, muffle: muffle);
}
public static void DisposeDisabledMusic()
{
bool musicDisposed = false;
for (int i = 0; i < currentMusic.Length; i++)
{
var music = currentMusic[i];
if (music is null) { continue; }
if (!SoundPrefab.Prefabs.Contains(music))
{
musicChannel[i].Dispose();
musicDisposed = true;
currentMusic[i] = null;
}
}
for (int i = 0; i < targetMusic.Length; i++)
{
var music = targetMusic[i];
if (music is null) { continue; }
if (!SoundPrefab.Prefabs.Contains(music))
{
targetMusic[i] = null;
}
}
if (musicDisposed) { Thread.Sleep(60); }
}
private static void UpdateMusic(float deltaTime)
{
if (musicClips == null || (GameMain.SoundManager?.Disabled ?? true)) { return; }
if (OverrideMusicType != null && OverrideMusicDuration.HasValue)
{
OverrideMusicDuration -= deltaTime;
if (OverrideMusicDuration <= 0.0f)
{
OverrideMusicType = Identifier.Empty;
OverrideMusicDuration = null;
}
}
int noiseLoopIndex = 1;
updateMusicTimer -= deltaTime;
if (updateMusicTimer <= 0.0f)
{
//find appropriate music for the current situation
Identifier currentMusicType = GetCurrentMusicType();
float currentIntensity = GameMain.GameSession?.EventManager != null ?
GameMain.GameSession.EventManager.MusicIntensity * 100.0f : 0.0f;
IEnumerable<BackgroundMusic> suitableMusic = GetSuitableMusicClips(currentMusicType, currentIntensity);
int mainTrackIndex = 0;
if (suitableMusic.Count() == 0)
{
targetMusic[mainTrackIndex] = null;
}
//switch the music if nothing playing atm or the currently playing clip is not suitable anymore
else if (targetMusic[mainTrackIndex] == null || currentMusic[mainTrackIndex] == null || !currentMusic[mainTrackIndex].IsPlaying() || !suitableMusic.Any(m => m == currentMusic[mainTrackIndex]))
{
if (currentMusicType == "default")
{
if (previousDefaultMusic == null)
{
targetMusic[mainTrackIndex] = previousDefaultMusic = suitableMusic.GetRandomUnsynced();
}
else
{
targetMusic[mainTrackIndex] = previousDefaultMusic;
}
}
else
{
targetMusic[mainTrackIndex] = suitableMusic.GetRandomUnsynced();
}
}
if (Level.Loaded?.Type == LevelData.LevelType.LocationConnection)
{
// Find background noise loop for the current biome
IEnumerable<BackgroundMusic> suitableNoiseLoops = Screen.Selected == GameMain.GameScreen ?
GetSuitableMusicClips(Level.Loaded.LevelData.Biome.Identifier, currentIntensity) :
Enumerable.Empty<BackgroundMusic>();
if (suitableNoiseLoops.Count() == 0)
{
targetMusic[noiseLoopIndex] = null;
}
// Switch the noise loop if nothing playing atm or the currently playing clip is not suitable anymore
else if (targetMusic[noiseLoopIndex] == null || currentMusic[noiseLoopIndex] == null || !suitableNoiseLoops.Any(m => m == currentMusic[noiseLoopIndex]))
{
targetMusic[noiseLoopIndex] = suitableNoiseLoops.GetRandomUnsynced();
}
}
else
{
targetMusic[noiseLoopIndex] = null;
}
IEnumerable<BackgroundMusic> suitableTypeAmbiences = GetSuitableMusicClips($"{currentMusicType}ambience".ToIdentifier(), currentIntensity);
int typeAmbienceTrackIndex = 2;
if (suitableTypeAmbiences.None())
{
targetMusic[typeAmbienceTrackIndex] = null;
}
// Switch the type ambience if nothing playing atm or the currently playing clip is not suitable anymore
else if (targetMusic[typeAmbienceTrackIndex] == null || currentMusic[typeAmbienceTrackIndex] == null || !currentMusic[typeAmbienceTrackIndex].IsPlaying() || suitableTypeAmbiences.None(m => m == currentMusic[typeAmbienceTrackIndex]))
{
targetMusic[typeAmbienceTrackIndex] = suitableTypeAmbiences.GetRandomUnsynced();
}
//get the appropriate intensity layers for current situation
IEnumerable<BackgroundMusic> suitableIntensityMusic = Screen.Selected == GameMain.GameScreen ?
GetSuitableMusicClips("intensity".ToIdentifier(), currentIntensity) :
Enumerable.Empty<BackgroundMusic>();
int intensityTrackStartIndex = 3;
for (int i = intensityTrackStartIndex; i < MaxMusicChannels; i++)
{
//disable targetmusics that aren't suitable anymore
if (targetMusic[i] != null && !suitableIntensityMusic.Any(m => m == targetMusic[i]))
{
targetMusic[i] = null;
}
}
foreach (BackgroundMusic intensityMusic in suitableIntensityMusic)
{
//already playing, do nothing
if (targetMusic.Any(m => m != null && m == intensityMusic)) { continue; }
for (int i = intensityTrackStartIndex; i < MaxMusicChannels; i++)
{
if (targetMusic[i] == null)
{
targetMusic[i] = intensityMusic;
break;
}
}
}
updateMusicTimer = UpdateMusicInterval;
}
int activeTrackCount = targetMusic.Count(m => m != null);
for (int i = 0; i < MaxMusicChannels; i++)
{
//nothing should be playing on this channel
if (targetMusic[i] == null)
{
if (musicChannel[i] != null && musicChannel[i].IsPlaying)
{
//mute the channel
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 0.0f, MusicLerpSpeed * deltaTime);
if (musicChannel[i].Gain < 0.01f) { DisposeMusicChannel(i); }
}
}
//something should be playing, but the targetMusic is invalid
else if (!musicClips.Any(mc => mc == targetMusic[i]))
{
targetMusic[i] = GetSuitableMusicClips(targetMusic[i].Type, 0.0f).GetRandomUnsynced();
}
//something should be playing, but the channel is playing nothing or an incorrect clip
else if (currentMusic[i] == null || targetMusic[i] != currentMusic[i])
{
//something playing -> mute it first
if (musicChannel[i] != null && musicChannel[i].IsPlaying)
{
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 0.0f, MusicLerpSpeed * deltaTime);
if (musicChannel[i].Gain < 0.01f) { DisposeMusicChannel(i); }
}
//channel free now, start playing the correct clip
if (currentMusic[i] == null || (musicChannel[i] == null || !musicChannel[i].IsPlaying))
{
DisposeMusicChannel(i);
currentMusic[i] = targetMusic[i];
musicChannel[i] = currentMusic[i].Sound.Play(0.0f, i == noiseLoopIndex ? "default" : "music");
if (targetMusic[i].ContinueFromPreviousTime)
{
musicChannel[i].StreamSeekPos = targetMusic[i].PreviousTime;
}
musicChannel[i].Looping = true;
}
}
else
{
//playing something, lerp volume up
if (musicChannel[i] == null || !musicChannel[i].IsPlaying)
{
musicChannel[i]?.Dispose();
musicChannel[i] = currentMusic[i].Sound.Play(0.0f, i == noiseLoopIndex ? "default" : "music");
musicChannel[i].Looping = true;
}
float targetGain = targetMusic[i].Volume;
if (targetMusic[i].DuckVolume)
{
targetGain *= (float)Math.Sqrt(1.0f / activeTrackCount);
}
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, targetGain, MusicLerpSpeed * deltaTime);
}
}
}
private static void DisposeMusicChannel(int index)
{
var clip = musicClips.FirstOrDefault(m => m.Sound == musicChannel[index]?.Sound);
if (clip != null)
{
if (clip.ContinueFromPreviousTime) { clip.PreviousTime = musicChannel[index].StreamSeekPos; }
}
musicChannel[index]?.Dispose(); musicChannel[index] = null;
currentMusic[index] = null;
}
private static IEnumerable<BackgroundMusic> GetSuitableMusicClips(Identifier musicType, float currentIntensity)
{
return musicClips.Where(music =>
music != null &&
music.Type == musicType &&
currentIntensity >= music.IntensityRange.X &&
currentIntensity <= music.IntensityRange.Y);
}
private static Identifier GetCurrentMusicType()
{
if (OverrideMusicType != null) { return OverrideMusicType; }
if (Screen.Selected == null) { return "menu".ToIdentifier(); }
if ((Screen.Selected?.IsEditor ?? false)
|| (Screen.Selected == GameMain.NetLobbyScreen))
{
return "editor".ToIdentifier();
}
if (Screen.Selected != GameMain.GameScreen)
{
previousDefaultMusic = null;
return (firstTimeInMainMenu ? "menu" : "default").ToIdentifier();
}
firstTimeInMainMenu = false;
if (Character.Controlled != null)
{
if (Level.Loaded != null && Level.Loaded.Ruins != null &&
Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
{
return "ruins".ToIdentifier();
}
if (Character.Controlled.Submarine?.Info?.IsWreck ?? false)
{
return "wreck".ToIdentifier();
}
if (Level.IsLoadedOutpost)
{
// Only return music type for location types which have music tracks defined
var locationType = Level.Loaded.StartLocation?.Type?.Identifier;
if (locationType.HasValue && locationType != Identifier.Empty && musicClips.Any(c => c.Type == locationType))
{
return locationType.Value;
}
}
}
Submarine targetSubmarine = Character.Controlled?.Submarine;
if (targetSubmarine != null && targetSubmarine.AtDamageDepth)
{
return "deep".ToIdentifier();
}
if (GameMain.GameScreen != null && Screen.Selected == GameMain.GameScreen && Submarine.MainSub != null &&
Level.Loaded != null && Level.Loaded.GetRealWorldDepth(GameMain.GameScreen.Cam.Position.Y) > Submarine.MainSub.RealWorldCrushDepth)
{
return "deep".ToIdentifier();
}
if (targetSubmarine != null)
{
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 "flooded".ToIdentifier(); }
}
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)
{
if (character.IsDead || !character.Enabled) continue;
if (!(character.AIController is EnemyAIController enemyAI) || !enemyAI.Enabled || (!enemyAI.AttackHumans && !enemyAI.AttackRooms)) { continue; }
if (targetSubmarine != null)
{
if (Vector2.DistanceSquared(character.WorldPosition, targetSubmarine.WorldPosition) < enemyDistThreshold * enemyDistThreshold)
{
return "monster".ToIdentifier();
}
}
else if (Character.Controlled != null)
{
if (Vector2.DistanceSquared(character.WorldPosition, Character.Controlled.WorldPosition) < enemyDistThreshold * enemyDistThreshold)
{
return "monster".ToIdentifier();
}
}
}
if (GameMain.GameSession != null)
{
if (Submarine.Loaded != null && Level.Loaded != null && Submarine.MainSub != null && Submarine.MainSub.AtEndExit)
{
return "levelend".ToIdentifier();
}
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0 &&
Level.Loaded?.Type == LevelData.LevelType.LocationConnection)
{
return "start".ToIdentifier();
}
}
return "default".ToIdentifier();
}
public static bool ShouldMuffleSound(Character listener, Vector2 soundWorldPos, float range, Hull hullGuess)
{
if (listener == null) return false;
float lowpassHFGain = 1.0f;
AnimController animController = listener.AnimController;
if (animController.HeadInWater)
{
lowpassHFGain = 0.2f;
}
lowpassHFGain *= Character.Controlled.LowPassMultiplier;
if (lowpassHFGain < 0.5f) return true;
Hull targetHull = Hull.FindHull(soundWorldPos, hullGuess, true);
if (listener.CurrentHull == null || targetHull == null)
{
return listener.CurrentHull != targetHull;
}
Vector2 soundPos = soundWorldPos;
if (targetHull.Submarine != null)
{
soundPos += -targetHull.Submarine.WorldPosition + targetHull.Submarine.HiddenSubPosition;
}
return listener.CurrentHull.GetApproximateDistance(listener.Position, soundPos, targetHull, range) > range;
}
public static void PlaySplashSound(Vector2 worldPosition, float strength)
{
if (SplashSounds.Count == 0) { return; }
int splashIndex = MathHelper.Clamp((int)(strength + Rand.Range(-2.0f, 2.0f)), 0, SplashSounds.Count - 1);
float range = 800.0f;
var channel = SplashSounds[splashIndex].Sound.Play(1.0f, range, worldPosition, muffle: ShouldMuffleSound(Character.Controlled, worldPosition, range, null));
}
public static void PlayDamageSound(string damageType, float damage, PhysicsBody body)
{
Vector2 bodyPosition = body.DrawPosition;
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<Identifier> tags = null)
{
damage = MathHelper.Clamp(damage + Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
tempList.Clear();
foreach (var s in damageSounds)
{
if ((s.DamageRange == Vector2.Zero ||
(damage >= s.DamageRange.X && damage <= s.DamageRange.Y)) &&
s.DamageType == damageType &&
(s.RequiredTag.IsEmpty || (tags == null ? s.RequiredTag.IsEmpty : tags.Contains(s.RequiredTag))))
{
tempList.Add(s);
}
}
var damageSound = tempList.GetRandomUnsynced();
damageSound?.Sound?.Play(1.0f, range, position, muffle: !damageSound.IgnoreMuffling && ShouldMuffleSound(Character.Controlled, position, range, null));
}
public static void PlayUISound(GUISoundType soundType)
{
GUISound.GUISoundPrefabs
.Where(s => s.Type == soundType)
.GetRandomUnsynced()?.Sound?.Play(null, "ui");
}
}
}