Fix weather audio (#21949)
This commit is contained in:
@@ -5,6 +5,7 @@ using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Map.Components;
|
||||
@@ -24,9 +25,6 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
private const float OcclusionLerpRate = 4f;
|
||||
private const float AlphaLerpRate = 4f;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
@@ -37,7 +35,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
{
|
||||
base.Run(uid, weather, weatherProto, frameTime);
|
||||
|
||||
var ent = _playerManager.LocalPlayer?.ControlledEntity;
|
||||
var ent = _playerManager.LocalEntity;
|
||||
|
||||
if (ent == null)
|
||||
return;
|
||||
@@ -48,8 +46,6 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
// Maybe have the viewports manage this?
|
||||
if (mapUid == null || entXform.MapUid != mapUid)
|
||||
{
|
||||
weather.LastOcclusion = 0f;
|
||||
weather.LastAlpha = 0f;
|
||||
weather.Stream = _audio.Stop(weather.Stream);
|
||||
return;
|
||||
}
|
||||
@@ -58,16 +54,10 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
return;
|
||||
|
||||
weather.Stream ??= _audio.PlayGlobal(weatherProto.Sound, Filter.Local(), true).Value.Entity;
|
||||
var volumeMod = MathF.Pow(10, weatherProto.Sound.Params.Volume / 10f);
|
||||
|
||||
var stream = weather.Stream.Value;
|
||||
var comp = Comp<AudioComponent>(stream);
|
||||
var alpha = weather.LastAlpha;
|
||||
alpha = MathF.Pow(alpha, 2f) * volumeMod;
|
||||
// TODO: Lerp this occlusion.
|
||||
var occlusion = 0f;
|
||||
// TODO: Fade-out needs to be slower
|
||||
// TODO: HELPER PLZ
|
||||
|
||||
// Work out tiles nearby to determine volume.
|
||||
if (TryComp<MapGridComponent>(entXform.GridUid, out var grid))
|
||||
@@ -79,8 +69,6 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
frontier.Enqueue(seed);
|
||||
// If we don't have a nearest node don't play any sound.
|
||||
EntityCoordinates? nearestNode = null;
|
||||
var bodyQuery = GetEntityQuery<PhysicsComponent>();
|
||||
var weatherIgnoreQuery = GetEntityQuery<IgnoreWeatherComponent>();
|
||||
var visited = new HashSet<Vector2i>();
|
||||
|
||||
while (frontier.TryDequeue(out var node))
|
||||
@@ -88,7 +76,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
if (!visited.Add(node.GridIndices))
|
||||
continue;
|
||||
|
||||
if (!CanWeatherAffect(grid, node, weatherIgnoreQuery, bodyQuery))
|
||||
if (!CanWeatherAffect(grid, node))
|
||||
{
|
||||
// Add neighbors
|
||||
// TODO: Ideally we pick some deterministically random direction and use that
|
||||
@@ -112,50 +100,29 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
}
|
||||
|
||||
nearestNode = new EntityCoordinates(entXform.GridUid.Value,
|
||||
(Vector2) node.GridIndices + (grid.TileSizeHalfVector));
|
||||
node.GridIndices + grid.TileSizeHalfVector);
|
||||
break;
|
||||
}
|
||||
|
||||
if (nearestNode == null)
|
||||
alpha = 0f;
|
||||
// Get occlusion to the targeted node if it exists, otherwise set a default occlusion.
|
||||
if (nearestNode != null)
|
||||
{
|
||||
var entPos = _transform.GetMapCoordinates(entXform);
|
||||
var nodePosition = nearestNode.Value.ToMap(EntityManager, _transform).Position;
|
||||
var delta = nodePosition - entPos.Position;
|
||||
var distance = delta.Length();
|
||||
occlusion = _audio.GetOcclusion(entPos, delta, distance);
|
||||
}
|
||||
else
|
||||
{
|
||||
var entPos = _transform.GetWorldPosition(entXform);
|
||||
var sourceRelative = nearestNode.Value.ToMap(EntityManager).Position - entPos;
|
||||
|
||||
if (sourceRelative.LengthSquared() > 1f)
|
||||
{
|
||||
occlusion = _physics.IntersectRayPenetration(entXform.MapID,
|
||||
new CollisionRay(entPos, sourceRelative.Normalized(), _audio.OcclusionCollisionMask),
|
||||
sourceRelative.Length(), stream);
|
||||
}
|
||||
occlusion = 3f;
|
||||
}
|
||||
}
|
||||
|
||||
if (MathHelper.CloseTo(weather.LastOcclusion, occlusion, 0.01f))
|
||||
weather.LastOcclusion = occlusion;
|
||||
else
|
||||
weather.LastOcclusion += (occlusion - weather.LastOcclusion) * OcclusionLerpRate * frameTime;
|
||||
|
||||
if (MathHelper.CloseTo(weather.LastAlpha, alpha, 0.01f))
|
||||
weather.LastAlpha = alpha;
|
||||
else
|
||||
weather.LastAlpha += (alpha - weather.LastAlpha) * AlphaLerpRate * frameTime;
|
||||
|
||||
// Full volume if not on grid
|
||||
comp.Gain = weather.LastAlpha;
|
||||
comp.Occlusion = weather.LastOcclusion;
|
||||
}
|
||||
|
||||
protected override void EndWeather(EntityUid uid, WeatherComponent component, string proto)
|
||||
{
|
||||
base.EndWeather(uid, component, proto);
|
||||
|
||||
if (!component.Weather.TryGetValue(proto, out var weather))
|
||||
return;
|
||||
|
||||
weather.LastAlpha = 0f;
|
||||
weather.LastOcclusion = 0f;
|
||||
var alpha = GetPercent(weather, uid);
|
||||
alpha *= SharedAudioSystem.VolumeToGain(weatherProto.Sound.Params.Volume);
|
||||
_audio.SetGain(stream, alpha, comp);
|
||||
comp.Occlusion = occlusion;
|
||||
}
|
||||
|
||||
protected override bool SetState(WeatherState state, WeatherComponent comp, WeatherData weather, WeatherPrototype weatherProto)
|
||||
@@ -199,7 +166,6 @@ public sealed class WeatherSystem : SharedWeatherSystem
|
||||
|
||||
// New weather
|
||||
StartWeather(component, ProtoMan.Index<WeatherPrototype>(proto), weather.EndTime);
|
||||
weather.LastAlpha = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user