889 lines
38 KiB
C#
889 lines
38 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Sounds;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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public struct DamageSound
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{
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//the range of inflicted damage where the sound can be played
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//(10.0f, 30.0f) would be played when the inflicted damage is between 10 and 30
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public readonly Vector2 damageRange;
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public readonly string damageType;
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public readonly Sound sound;
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public readonly string requiredTag;
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public DamageSound(Sound sound, Vector2 damageRange, string damageType, string requiredTag = "")
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{
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this.sound = sound;
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this.damageRange = damageRange;
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this.damageType = damageType;
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this.requiredTag = requiredTag;
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}
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}
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public class BackgroundMusic
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{
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public readonly string File;
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public readonly string Type;
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public readonly bool DuckVolume;
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public readonly Vector2 IntensityRange;
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public readonly bool ContinueFromPreviousTime;
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public int PreviousTime;
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public readonly XElement Element;
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public BackgroundMusic(XElement element)
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{
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this.File = Path.GetFullPath(element.GetAttributeString("file", "")).CleanUpPath();
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this.Type = element.GetAttributeString("type", "").ToLowerInvariant();
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this.IntensityRange = element.GetAttributeVector2("intensityrange", new Vector2(0.0f, 100.0f));
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this.DuckVolume = element.GetAttributeBool("duckvolume", false);
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this.ContinueFromPreviousTime = element.GetAttributeBool("continuefromprevioustime", false);
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this.Element = element;
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}
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}
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static class SoundPlayer
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{
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private static ILookup<string, Sound> miscSounds;
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//music
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private const float MusicLerpSpeed = 1.0f;
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private const float UpdateMusicInterval = 5.0f;
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const int MaxMusicChannels = 6;
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private readonly static Sound[] currentMusic = new Sound[MaxMusicChannels];
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private readonly static SoundChannel[] musicChannel = new SoundChannel[MaxMusicChannels];
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private readonly static BackgroundMusic[] targetMusic = new BackgroundMusic[MaxMusicChannels];
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private static List<BackgroundMusic> musicClips;
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private static float updateMusicTimer;
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//ambience
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private static List<Sound> waterAmbiences = new List<Sound>();
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private static SoundChannel[] waterAmbienceChannels = new SoundChannel[2];
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private static float ambientSoundTimer;
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private static Vector2 ambientSoundInterval = new Vector2(20.0f, 40.0f); //x = min, y = max
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//misc
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public static List<Sound> FlowSounds = new List<Sound>();
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public static List<Sound> SplashSounds = new List<Sound>();
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private static SoundChannel[] flowSoundChannels;
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private static float[] flowVolumeLeft;
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private static float[] flowVolumeRight;
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const float FlowSoundRange = 1500.0f;
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const float MaxFlowStrength = 400.0f; //the heaviest water sound effect is played when the water flow is this strong
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private static SoundChannel[] fireSoundChannels;
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private static float[] fireVolumeLeft;
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private static float[] fireVolumeRight;
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const float FireSoundRange = 1000.0f;
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const float FireSoundLargeLimit = 200.0f; //switch to large fire sound when the size of a firesource is above this
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// TODO: could use a dictionary to split up the list into smaller lists of same type?
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private static List<DamageSound> damageSounds;
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private static Sound startUpSound;
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public static bool Initialized;
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public static string OverrideMusicType
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{
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get;
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set;
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}
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public static float? OverrideMusicDuration;
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public static int SoundCount;
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private static List<XElement> loadedSoundElements;
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private static bool SoundElementsEquivalent(XElement a, XElement b)
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{
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string filePathA = a.GetAttributeString("file", "").CleanUpPath();
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float baseGainA = a.GetAttributeFloat("volume", 1.0f);
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float rangeA = a.GetAttributeFloat("range", 1000.0f);
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string filePathB = b.GetAttributeString("file", "").CleanUpPath();
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float baseGainB = b.GetAttributeFloat("volume", 1.0f);
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float rangeB = b.GetAttributeFloat("range", 1000.0f);
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return a.Name.ToString().Equals(b.Name.ToString(), StringComparison.OrdinalIgnoreCase) &&
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filePathA == filePathB && MathUtils.NearlyEqual(baseGainA, baseGainB) &&
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MathUtils.NearlyEqual(rangeA, rangeB);
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}
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public static IEnumerable<object> Init()
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{
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OverrideMusicType = null;
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var soundFiles = GameMain.Instance.GetFilesOfType(ContentType.Sounds);
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List<XElement> soundElements = new List<XElement>();
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foreach (ContentFile soundFile in soundFiles)
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{
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XDocument doc = XMLExtensions.TryLoadXml(soundFile.Path);
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if (doc == null) { continue; }
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var mainElement = doc.Root;
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if (doc.Root.IsOverride())
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{
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mainElement = doc.Root.FirstElement();
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DebugConsole.NewMessage($"Overriding all sounds with {soundFile.Path}", Color.Yellow);
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soundElements.Clear();
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}
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soundElements.AddRange(mainElement.Elements());
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}
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SoundCount = 1 + soundElements.Count();
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var startUpSoundElement = soundElements.Find(e => e.Name.ToString().Equals("startupsound", StringComparison.OrdinalIgnoreCase));
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if (startUpSoundElement != null)
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{
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startUpSound = GameMain.SoundManager.LoadSound(startUpSoundElement, false);
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startUpSound?.Play();
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}
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yield return CoroutineStatus.Running;
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List<KeyValuePair<string, Sound>> miscSoundList = new List<KeyValuePair<string, Sound>>();
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damageSounds = damageSounds ?? new List<DamageSound>();
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musicClips = musicClips ?? new List<BackgroundMusic>();
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foreach (XElement soundElement in soundElements)
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{
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yield return CoroutineStatus.Running;
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if (loadedSoundElements != null && loadedSoundElements.Any(e => SoundElementsEquivalent(e, soundElement)))
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{
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continue;
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}
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try
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{
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switch (soundElement.Name.ToString().ToLowerInvariant())
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{
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case "music":
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var newMusicClip = new BackgroundMusic(soundElement);
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musicClips.AddIfNotNull(newMusicClip);
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if (loadedSoundElements != null)
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{
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if (newMusicClip.Type.Equals("menu", StringComparison.OrdinalIgnoreCase))
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{
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targetMusic[0] = newMusicClip;
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}
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}
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break;
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case "splash":
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SplashSounds.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "flow":
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FlowSounds.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "waterambience":
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waterAmbiences.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "damagesound":
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Sound damageSound = GameMain.SoundManager.LoadSound(soundElement, false);
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if (damageSound == null) { continue; }
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string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
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damageSounds.Add(new DamageSound(
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damageSound,
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soundElement.GetAttributeVector2("damagerange", Vector2.Zero),
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damageSoundType,
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soundElement.GetAttributeString("requiredtag", "")));
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break;
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default:
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Sound sound = GameMain.SoundManager.LoadSound(soundElement, false);
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if (sound != null)
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{
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miscSoundList.Add(new KeyValuePair<string, Sound>(soundElement.Name.ToString().ToLowerInvariant(), sound));
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}
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break;
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}
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}
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catch (FileNotFoundException e)
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{
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DebugConsole.ThrowError("Error while initializing SoundPlayer.", e);
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}
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}
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musicClips.RemoveAll(mc => !soundElements.Any(e => SoundElementsEquivalent(mc.Element, e)));
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for (int i=0;i<currentMusic.Length;i++)
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{
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if (currentMusic[i] != null && !musicClips.Any(mc => mc.File == currentMusic[i].Filename))
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{
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DisposeMusicChannel(i);
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}
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}
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SplashSounds.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.XElement, e))) { s.Dispose(); }
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});
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SplashSounds.RemoveAll(s => s.Disposed);
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FlowSounds.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.XElement, e))) { s.Dispose(); }
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});
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FlowSounds.RemoveAll(s => s.Disposed);
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waterAmbiences.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.XElement, e))) { s.Dispose(); }
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});
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waterAmbiences.RemoveAll(s => s.Disposed);
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damageSounds.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.sound.XElement, e))) { s.sound.Dispose(); }
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});
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damageSounds.RemoveAll(s => s.sound.Disposed);
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miscSounds?.ForEach(g => g.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.XElement, e))) { s.Dispose(); }
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else { miscSoundList.Add(new KeyValuePair<string, Sound>(g.Key, s)); }
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}));
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flowSoundChannels = new SoundChannel[FlowSounds.Count];
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flowVolumeLeft = new float[FlowSounds.Count];
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flowVolumeRight = new float[FlowSounds.Count];
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fireSoundChannels = new SoundChannel[2];
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fireVolumeLeft = new float[2];
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fireVolumeRight = new float[2];
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miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
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Initialized = true;
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loadedSoundElements = soundElements;
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yield return CoroutineStatus.Success;
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}
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public static void Update(float deltaTime)
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{
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if (!Initialized) { return; }
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UpdateMusic(deltaTime);
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if (startUpSound != null && !GameMain.SoundManager.IsPlaying(startUpSound))
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{
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startUpSound.Dispose();
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startUpSound = null;
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}
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//stop water sounds if no sub is loaded
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if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
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{
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for (int i = 0; i < waterAmbienceChannels.Length; i++)
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{
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if (waterAmbienceChannels[i] == null) continue;
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waterAmbienceChannels[i].FadeOutAndDispose();
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waterAmbienceChannels[i] = null;
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}
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for (int i = 0; i < FlowSounds.Count; i++)
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{
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if (flowSoundChannels[i] == null) continue;
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flowSoundChannels[i].FadeOutAndDispose();
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flowSoundChannels[i] = null;
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}
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for (int i = 0; i < fireSoundChannels.Length; i++)
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{
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if (fireSoundChannels[i] == null) continue;
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fireSoundChannels[i].FadeOutAndDispose();
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fireSoundChannels[i] = null;
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}
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fireVolumeLeft[0] = 0.0f; fireVolumeLeft[1] = 0.0f;
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fireVolumeRight[0] = 0.0f; fireVolumeRight[1] = 0.0f;
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return;
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}
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float ambienceVolume = 0.8f;
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if (Character.Controlled != null && !Character.Controlled.Removed)
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{
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AnimController animController = Character.Controlled.AnimController;
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if (animController.HeadInWater)
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{
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ambienceVolume = 1.0f;
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ambienceVolume += animController.Limbs[0].LinearVelocity.Length();
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}
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}
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UpdateWaterAmbience(ambienceVolume);
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UpdateWaterFlowSounds(deltaTime);
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UpdateRandomAmbience(deltaTime);
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UpdateFireSounds(deltaTime);
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}
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private static void UpdateWaterAmbience(float ambienceVolume)
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{
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//how fast the sub is moving, scaled to 0.0 -> 1.0
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float movementSoundVolume = 0.0f;
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foreach (Submarine sub in Submarine.Loaded)
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{
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float movementFactor = (sub.Velocity == Vector2.Zero) ? 0.0f : sub.Velocity.Length() / 10.0f;
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movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
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if (Character.Controlled == null || Character.Controlled.Submarine != sub)
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{
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float dist = Vector2.Distance(GameMain.GameScreen.Cam.WorldViewCenter, sub.WorldPosition);
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movementFactor = movementFactor / Math.Max(dist / 1000.0f, 1.0f);
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}
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movementSoundVolume = Math.Max(movementSoundVolume, movementFactor);
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if (!MathUtils.IsValid(movementSoundVolume))
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{
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string errorMsg = "Failed to update water ambience volume - submarine's movement value invalid (" + movementSoundVolume + ", sub velocity: " + sub.Velocity + ")";
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DebugConsole.Log(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("SoundPlayer.UpdateWaterAmbience:InvalidVolume", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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movementSoundVolume = 0.0f;
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}
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}
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if (waterAmbiences.Count > 1)
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{
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if (waterAmbienceChannels[0] == null || !waterAmbienceChannels[0].IsPlaying)
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{
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waterAmbienceChannels[0] = waterAmbiences[0].Play(ambienceVolume * (1.0f - movementSoundVolume),"waterambience");
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//waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
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waterAmbienceChannels[0].Looping = true;
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}
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else
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{
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waterAmbienceChannels[0].Gain = ambienceVolume * (1.0f - movementSoundVolume);
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}
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if (waterAmbienceChannels[1] == null || !waterAmbienceChannels[1].IsPlaying)
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{
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waterAmbienceChannels[1] = waterAmbiences[1].Play(ambienceVolume * movementSoundVolume, "waterambience");
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//waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
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waterAmbienceChannels[1].Looping = true;
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}
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else
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{
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waterAmbienceChannels[1].Gain = ambienceVolume * movementSoundVolume;
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}
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}
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}
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private static void UpdateWaterFlowSounds(float deltaTime)
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{
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if (FlowSounds.Count == 0) { return; }
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float[] targetFlowLeft = new float[FlowSounds.Count];
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float[] targetFlowRight = new float[FlowSounds.Count];
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Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.Open < 0.01f) continue;
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float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
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if (gapFlow < 10.0f) continue;
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int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
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flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
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Vector2 diff = gap.WorldPosition - listenerPos;
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if (Math.Abs(diff.X) < FlowSoundRange && Math.Abs(diff.Y) < FlowSoundRange)
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{
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float dist = diff.Length();
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float distFallOff = dist / FlowSoundRange;
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if (distFallOff >= 0.99f) continue;
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//flow at the left side
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if (diff.X < 0)
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{
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targetFlowLeft[flowSoundIndex] = 1.0f - distFallOff;
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}
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else
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{
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targetFlowRight[flowSoundIndex] = 1.0f - distFallOff;
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}
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}
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}
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for (int i = 0; i < FlowSounds.Count; i++)
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{
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flowVolumeLeft[i] = (targetFlowLeft[i] < flowVolumeLeft[i]) ?
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Math.Max(targetFlowLeft[i], flowVolumeLeft[i] - deltaTime) :
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Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime);
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flowVolumeRight[i] = (targetFlowRight[i] < flowVolumeRight[i]) ?
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Math.Max(targetFlowRight[i], flowVolumeRight[i] - deltaTime) :
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Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime);
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if (flowVolumeLeft[i] < 0.05f && flowVolumeRight[i] < 0.05f)
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{
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if (flowSoundChannels[i] != null)
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{
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flowSoundChannels[i].Dispose();
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flowSoundChannels[i] = null;
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}
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}
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else
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{
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Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (flowVolumeRight[i] - flowVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
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if (flowSoundChannels[i] == null || !flowSoundChannels[i].IsPlaying)
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{
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flowSoundChannels[i] = FlowSounds[i].Play(1.0f, FlowSoundRange, soundPos);
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flowSoundChannels[i].Looping = true;
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}
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flowSoundChannels[i].Gain = Math.Max(flowVolumeRight[i], flowVolumeLeft[i]);
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flowSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
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}
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}
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}
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private static void UpdateFireSounds(float deltaTime)
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{
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for (int i = 0; i < fireVolumeLeft.Length; i++)
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{
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fireVolumeLeft[i] = 0.0f;
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fireVolumeRight[i] = 0.0f;
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}
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Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
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foreach (Hull hull in Hull.hullList)
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{
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foreach (FireSource fs in hull.FireSources)
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{
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Vector2 diff = fs.WorldPosition + fs.Size / 2 - listenerPos;
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if (Math.Abs(diff.X) < FireSoundRange && Math.Abs(diff.Y) < FireSoundRange)
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{
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Vector2 diffLeft = (fs.WorldPosition + new Vector2(fs.Size.X, fs.Size.Y / 2)) - listenerPos;
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if (Math.Abs(diff.X) < fs.Size.X / 2.0f) { diffLeft.X = 0.0f; }
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if (diffLeft.X <= 0)
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{
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float distFallOffLeft = diffLeft.Length() / FireSoundRange;
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if (distFallOffLeft < 0.99f)
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{
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fireVolumeLeft[0] += (1.0f - distFallOffLeft);
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if (fs.Size.X > FireSoundLargeLimit) fireVolumeLeft[1] += (1.0f - distFallOffLeft) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
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}
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}
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Vector2 diffRight = (fs.WorldPosition + new Vector2(0.0f, fs.Size.Y / 2)) - listenerPos;
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if (Math.Abs(diff.X) < fs.Size.X / 2.0f) { diffRight.X = 0.0f; }
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if (diffRight.X >= 0)
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{
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float distFallOffRight = diffRight.Length() / FireSoundRange;
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if (distFallOffRight < 0.99f)
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|
{
|
|
fireVolumeRight[0] += 1.0f - distFallOffRight;
|
|
if (fs.Size.X > FireSoundLargeLimit) fireVolumeRight[1] += (1.0f - distFallOffRight) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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(i == 0 ? "fire" : "firelarge").Play(1.0f, FlowSoundRange, soundPos);
|
|
fireSoundChannels[i].Looping = true;
|
|
}
|
|
fireSoundChannels[i].Gain = Math.Max(fireVolumeRight[i], fireVolumeLeft[i]);
|
|
fireSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
public static Sound GetSound(string soundTag)
|
|
{
|
|
var matchingSounds = miscSounds[soundTag].ToList();
|
|
if (matchingSounds.Count == 0) return null;
|
|
|
|
return matchingSounds[Rand.Int(matchingSounds.Count)];
|
|
}
|
|
|
|
/// <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, hullGuess);
|
|
}
|
|
|
|
public static SoundChannel PlaySound(Sound sound, Vector2 position, float? volume = null, float? range = null, Hull hullGuess = null)
|
|
{
|
|
if (sound == null)
|
|
{
|
|
string errorMsg = "Error in SoundPlayer.PlaySound (sound was null)\n" + Environment.StackTrace;
|
|
GameAnalyticsManager.AddErrorEventOnce("SoundPlayer.PlaySound:SoundNull" + Environment.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.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;
|
|
return sound.Play(volume ?? sound.BaseGain, far, position, muffle: ShouldMuffleSound(Character.Controlled, position, far, hullGuess));
|
|
}
|
|
|
|
private static void UpdateMusic(float deltaTime)
|
|
{
|
|
if (musicClips == null || GameMain.SoundManager.Disabled) { return; }
|
|
|
|
if (OverrideMusicType != null && OverrideMusicDuration.HasValue)
|
|
{
|
|
OverrideMusicDuration -= deltaTime;
|
|
if (OverrideMusicDuration <= 0.0f)
|
|
{
|
|
OverrideMusicType = null;
|
|
OverrideMusicDuration = null;
|
|
}
|
|
}
|
|
|
|
updateMusicTimer -= deltaTime;
|
|
if (updateMusicTimer <= 0.0f)
|
|
{
|
|
//find appropriate music for the current situation
|
|
string currentMusicType = GetCurrentMusicType();
|
|
float currentIntensity = GameMain.GameSession?.EventManager != null ?
|
|
GameMain.GameSession.EventManager.CurrentIntensity * 100.0f : 0.0f;
|
|
|
|
IEnumerable<BackgroundMusic> suitableMusic = GetSuitableMusicClips(currentMusicType, currentIntensity);
|
|
|
|
if (suitableMusic.Count() == 0)
|
|
{
|
|
targetMusic[0] = null;
|
|
}
|
|
//switch the music if nothing playing atm or the currently playing clip is not suitable anymore
|
|
else if (targetMusic[0] == null || currentMusic[0] == null || !suitableMusic.Any(m => m.File == currentMusic[0].Filename))
|
|
{
|
|
targetMusic[0] = suitableMusic.GetRandom();
|
|
}
|
|
|
|
//get the appropriate intensity layers for current situation
|
|
IEnumerable<BackgroundMusic> suitableIntensityMusic = Screen.Selected == GameMain.GameScreen ?
|
|
GetSuitableMusicClips("intensity", currentIntensity) :
|
|
Enumerable.Empty<BackgroundMusic>();
|
|
|
|
for (int i = 1; i < MaxMusicChannels; i++)
|
|
{
|
|
//disable targetmusics that aren't suitable anymore
|
|
if (targetMusic[i] != null && !suitableIntensityMusic.Any(m => m.File == targetMusic[i].File))
|
|
{
|
|
targetMusic[i] = null;
|
|
}
|
|
}
|
|
|
|
foreach (BackgroundMusic intensityMusic in suitableIntensityMusic)
|
|
{
|
|
//already playing, do nothing
|
|
if (targetMusic.Any(m => m != null && m.File == intensityMusic.File)) continue;
|
|
|
|
for (int i = 1; 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.File == targetMusic[i].File))
|
|
{
|
|
targetMusic[i] = GetSuitableMusicClips(targetMusic[i].Type, 0.0f).GetRandom();
|
|
}
|
|
//something should be playing, but the channel is playing nothing or an incorrect clip
|
|
else if (currentMusic[i] == null || targetMusic[i].File != currentMusic[i].Filename)
|
|
{
|
|
//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] = GameMain.SoundManager.LoadSound(targetMusic[i].File, true);
|
|
musicChannel[i] = currentMusic[i].Play(0.0f, "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].Play(0.0f, "music");
|
|
musicChannel[i].Looping = true;
|
|
}
|
|
float targetGain = 1.0f;
|
|
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.Find(m => m.File == musicChannel[index]?.Sound?.Filename);
|
|
if (clip != null)
|
|
{
|
|
if (clip.ContinueFromPreviousTime) { clip.PreviousTime = musicChannel[index].StreamSeekPos; }
|
|
}
|
|
|
|
musicChannel[index]?.Dispose(); musicChannel[index] = null;
|
|
currentMusic[index]?.Dispose(); currentMusic[index] = null;
|
|
}
|
|
|
|
private static IEnumerable<BackgroundMusic> GetSuitableMusicClips(string musicType, float currentIntensity)
|
|
{
|
|
return musicClips.Where(music =>
|
|
music != null &&
|
|
music.Type == musicType &&
|
|
currentIntensity >= music.IntensityRange.X &&
|
|
currentIntensity <= music.IntensityRange.Y);
|
|
}
|
|
|
|
private static string GetCurrentMusicType()
|
|
{
|
|
if (OverrideMusicType != null) { return OverrideMusicType; }
|
|
|
|
if (Screen.Selected == null) { return "menu"; }
|
|
|
|
if (Screen.Selected == GameMain.CharacterEditorScreen ||
|
|
Screen.Selected == GameMain.LevelEditorScreen ||
|
|
Screen.Selected == GameMain.ParticleEditorScreen ||
|
|
Screen.Selected == GameMain.SpriteEditorScreen ||
|
|
Screen.Selected == GameMain.SubEditorScreen ||
|
|
(Screen.Selected == GameMain.GameScreen && GameMain.GameSession?.GameMode is SubTestMode))
|
|
{
|
|
return "editor";
|
|
}
|
|
|
|
if (Screen.Selected != GameMain.GameScreen) { return "menu"; }
|
|
|
|
|
|
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";
|
|
}
|
|
|
|
if (Character.Controlled.Submarine?.Info?.IsWreck ?? false)
|
|
{
|
|
return "wreck";
|
|
}
|
|
}
|
|
|
|
Submarine targetSubmarine = Character.Controlled?.Submarine;
|
|
if ((targetSubmarine != null && targetSubmarine.AtDamageDepth) ||
|
|
(GameMain.GameScreen != null && Screen.Selected == GameMain.GameScreen && GameMain.GameScreen.Cam.Position.Y < SubmarineBody.DamageDepth))
|
|
{
|
|
return "deep";
|
|
}
|
|
|
|
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";
|
|
}
|
|
|
|
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.AttackHumans && !enemyAI.AttackRooms)) 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";
|
|
}
|
|
}
|
|
}
|
|
|
|
if (GameMain.GameSession != null)
|
|
{
|
|
if (Submarine.Loaded != null && Level.Loaded != null && Submarine.MainSub.AtEndPosition)
|
|
{
|
|
return "levelend";
|
|
}
|
|
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0)
|
|
{
|
|
return "start";
|
|
}
|
|
}
|
|
|
|
return "default";
|
|
}
|
|
|
|
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, 2)), 0, SplashSounds.Count - 1);
|
|
float range = 800.0f;
|
|
var channel = SplashSounds[splashIndex].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);
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
}
|
|
}
|