Add ambient music (#16829)
This commit is contained in:
@@ -1,21 +1,12 @@
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using System.Threading;
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using Content.Client.Gameplay;
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using Content.Client.GameTicking.Managers;
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using Content.Client.Lobby;
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using Content.Shared.CCVar;
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using JetBrains.Annotations;
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using Robust.Client;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.ResourceManagement;
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using Robust.Client.State;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Client.Audio;
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@@ -26,57 +17,18 @@ public sealed class BackgroundAudioSystem : EntitySystem
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly ClientGameTicker _gameTicker = default!;
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[Dependency] private readonly IPlayerManager _playMan = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly AudioParams _ambientParams = new(-10f, 1, "Master", 0, 0, 0, true, 0f);
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private readonly AudioParams _lobbyParams = new(-5f, 1, "Master", 0, 0, 0, true, 0f);
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private IPlayingAudioStream? _ambientStream;
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private IPlayingAudioStream? _lobbyStream;
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/// <summary>
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/// What is currently playing.
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/// </summary>
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private SoundCollectionPrototype? _playingCollection;
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/// <summary>
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/// What the ambience has been set to.
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/// </summary>
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private SoundCollectionPrototype? _currentCollection;
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private CancellationTokenSource _timerCancelTokenSource = new();
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private SoundCollectionPrototype _spaceAmbience = default!;
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private SoundCollectionPrototype _stationAmbience = default!;
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public override void Initialize()
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{
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base.Initialize();
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_stationAmbience = _prototypeManager.Index<SoundCollectionPrototype>("StationAmbienceBase");
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_spaceAmbience = _prototypeManager.Index<SoundCollectionPrototype>("SpaceAmbienceBase");
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_currentCollection = _stationAmbience;
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// TODO: Ideally audio loading streamed better / we have more robust audio but this is quite annoying
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var cache = IoCManager.Resolve<IResourceCache>();
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foreach (var audio in _spaceAmbience.PickFiles)
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{
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cache.GetResource<AudioResource>(audio.ToString());
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}
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_configManager.OnValueChanged(CCVars.AmbienceVolume, AmbienceCVarChanged);
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_configManager.OnValueChanged(CCVars.LobbyMusicEnabled, LobbyMusicCVarChanged);
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_configManager.OnValueChanged(CCVars.LobbyMusicVolume, LobbyMusicVolumeCVarChanged);
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_configManager.OnValueChanged(CCVars.StationAmbienceEnabled, StationAmbienceCVarChanged);
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_configManager.OnValueChanged(CCVars.SpaceAmbienceEnabled, SpaceAmbienceCVarChanged);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<EntParentChangedMessage>(EntParentChanged);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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_stateManager.OnStateChanged += StateManagerOnStateChanged;
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@@ -85,28 +37,12 @@ public sealed class BackgroundAudioSystem : EntitySystem
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_gameTicker.LobbyStatusUpdated += LobbySongReceived;
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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if (!TryComp<TransformComponent>(ev.Entity, out var xform))
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return;
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CheckAmbience(xform);
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}
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private void OnPlayerDetached(PlayerDetachedEvent ev)
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{
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EndAmbience();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_configManager.UnsubValueChanged(CCVars.AmbienceVolume, AmbienceCVarChanged);
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_configManager.UnsubValueChanged(CCVars.LobbyMusicEnabled, LobbyMusicCVarChanged);
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_configManager.UnsubValueChanged(CCVars.LobbyMusicVolume, LobbyMusicVolumeCVarChanged);
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_configManager.UnsubValueChanged(CCVars.StationAmbienceEnabled, StationAmbienceCVarChanged);
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_configManager.UnsubValueChanged(CCVars.SpaceAmbienceEnabled, SpaceAmbienceCVarChanged);
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_stateManager.OnStateChanged -= StateManagerOnStateChanged;
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@@ -114,61 +50,17 @@ public sealed class BackgroundAudioSystem : EntitySystem
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_gameTicker.LobbyStatusUpdated -= LobbySongReceived;
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EndAmbience();
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EndLobbyMusic();
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}
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private void CheckAmbience(TransformComponent xform)
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{
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if (xform.GridUid != null)
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ChangeAmbience(_stationAmbience);
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else
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ChangeAmbience(_spaceAmbience);
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}
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private void EntParentChanged(ref EntParentChangedMessage message)
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{
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if (_playMan.LocalPlayer is null
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|| _playMan.LocalPlayer.ControlledEntity != message.Entity
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|| !(_timing.IsFirstTimePredicted || _timing.ApplyingState))
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return;
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// Check if we traversed to grid.
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CheckAmbience(message.Transform);
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}
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private void ChangeAmbience(SoundCollectionPrototype newAmbience)
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{
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if (_currentCollection == newAmbience)
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return;
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_timerCancelTokenSource.Cancel();
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_currentCollection = newAmbience;
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_timerCancelTokenSource = new CancellationTokenSource();
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Timer.Spawn(1500, () =>
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{
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// If we traverse a few times then don't interrupt an existing song.
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// If we are not in gameplay, don't call StartAmbience because of player movement
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if (_playingCollection == _currentCollection || _stateManager.CurrentState is not GameplayState)
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return;
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StartAmbience();
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}, _timerCancelTokenSource.Token);
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}
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private void StateManagerOnStateChanged(StateChangedEventArgs args)
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{
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switch (args.NewState)
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{
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case LobbyState:
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EndAmbience();
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StartLobbyMusic();
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break;
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case GameplayState:
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EndLobbyMusic();
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StartAmbience();
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break;
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default:
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EndAmbience();
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EndLobbyMusic();
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break;
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}
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@@ -176,80 +68,9 @@ public sealed class BackgroundAudioSystem : EntitySystem
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private void OnLeave(object? sender, PlayerEventArgs args)
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{
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EndAmbience();
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EndLobbyMusic();
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}
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private void AmbienceCVarChanged(float volume)
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{
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if (_stateManager.CurrentState is GameplayState)
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{
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StartAmbience();
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}
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else
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{
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EndAmbience();
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}
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}
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private void StartAmbience()
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{
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EndAmbience();
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if (_currentCollection == null || !CanPlayCollection(_currentCollection))
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return;
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_playingCollection = _currentCollection;
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var file = _robustRandom.Pick(_currentCollection.PickFiles).ToString();
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_ambientStream = _audio.PlayGlobal(file, Filter.Local(), false,
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_ambientParams.WithVolume(_ambientParams.Volume + _configManager.GetCVar(CCVars.AmbienceVolume)));
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}
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private void EndAmbience()
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{
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_playingCollection = null;
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_ambientStream?.Stop();
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_ambientStream = null;
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}
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private bool CanPlayCollection(SoundCollectionPrototype collection)
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{
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if (collection.ID == _spaceAmbience.ID)
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return _configManager.GetCVar(CCVars.SpaceAmbienceEnabled);
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if (collection.ID == _stationAmbience.ID)
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return _configManager.GetCVar(CCVars.StationAmbienceEnabled);
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return true;
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}
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private void StationAmbienceCVarChanged(bool enabled)
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{
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if (_currentCollection == null)
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return;
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if (enabled && _stateManager.CurrentState is GameplayState && _currentCollection.ID == _stationAmbience.ID)
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{
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StartAmbience();
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}
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else if (_currentCollection.ID == _stationAmbience.ID)
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{
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EndAmbience();
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}
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}
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private void SpaceAmbienceCVarChanged(bool enabled)
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{
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if (_currentCollection == null)
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return;
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if (enabled && _stateManager.CurrentState is GameplayState && _currentCollection.ID == _spaceAmbience.ID)
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{
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StartAmbience();
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}
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else if (_currentCollection.ID == _spaceAmbience.ID)
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{
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EndAmbience();
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}
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}
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private void LobbyMusicVolumeCVarChanged(float volume)
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{
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if (_stateManager.CurrentState is LobbyState)
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