Store ambient sound entities on a component tree. (#13110)
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@@ -3,8 +3,10 @@ using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Log;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -20,13 +22,16 @@ namespace Content.Client.Audio
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/// </summary>
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public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly AmbientSoundTreeSystem _treeSys = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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protected override void QueueUpdate(EntityUid uid, AmbientSoundComponent ambience)
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=> _treeSys.QueueTreeUpdate(uid, ambience);
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private AmbientSoundOverlay? _overlay;
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private int _maxAmbientCount;
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private bool _overlayEnabled;
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@@ -35,13 +40,6 @@ namespace Content.Client.Audio
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private TimeSpan _targetTime = TimeSpan.Zero;
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private float _ambienceVolume = 0.0f;
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// Note that except for some rare exceptions, every ambient sound source appears to be static. So:
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// TODO AMBIENT SOUND Use only static queries
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// This would make all the lookups significantly faster. There are some rare exceptions, like flies, vehicles,
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// and the singularity. But those can just play sounds via some other system. Alternatively: give ambient sound
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// its own client-side tree to avoid this issue altogether.
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private static LookupFlags _flags = LookupFlags.Static | LookupFlags.Dynamic | LookupFlags.Sundries;
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private static AudioParams _params = AudioParams.Default.WithVariation(0.01f).WithLoop(true).WithAttenuation(Attenuation.LinearDistance);
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/// <summary>
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@@ -172,40 +170,48 @@ namespace Content.Client.Audio
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_playingCount.Clear();
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}
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private Dictionary<string, List<(float Importance, AmbientSoundComponent)>> GetNearbySources(TransformComponent playerXform, MapCoordinates coords, EntityQuery<TransformComponent> xformQuery)
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private readonly struct QueryState
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{
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var sourceDict = new Dictionary<string, List<(float, AmbientSoundComponent)>>(16);
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var ambientQuery = GetEntityQuery<AmbientSoundComponent>();
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public readonly Dictionary<string, List<(float Importance, AmbientSoundComponent)>> SourceDict = new();
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public readonly Vector2 MapPos;
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public readonly TransformComponent Player;
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public readonly EntityQuery<TransformComponent> Query;
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// TODO add variant of GetComponentsInRange that also returns the transform component.
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foreach (var entity in _lookup.GetEntitiesInRange(coords, _maxAmbientRange, flags: _flags))
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public QueryState(Vector2 mapPos, TransformComponent player, EntityQuery<TransformComponent> query)
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{
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if (!ambientQuery.TryGetComponent(entity, out var ambientComp) || !ambientComp.Enabled)
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continue;
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var xform = xformQuery.GetComponent(entity);
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var delta = xform.ParentUid == playerXform.ParentUid
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? xform.LocalPosition - playerXform.LocalPosition
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: xform.WorldPosition - coords.Position;
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var range = delta.Length;
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if (range >= ambientComp.Range)
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continue;
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string key;
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if (ambientComp.Sound is SoundPathSpecifier path)
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key = path.Path?.ToString() ?? string.Empty;
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else
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key = ((SoundCollectionSpecifier) ambientComp.Sound).Collection ?? string.Empty;
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var list = sourceDict.GetOrNew(key);
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// Prioritize far away & loud sounds.
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list.Add((range * (ambientComp.Volume + 32), ambientComp));
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MapPos = mapPos;
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Player = player;
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Query = query;
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}
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}
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return sourceDict;
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private static bool Callback(
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ref QueryState state,
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in ComponentTreeEntry<AmbientSoundComponent> value)
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{
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var (ambientComp, xform) = value;
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DebugTools.Assert(ambientComp.Enabled);
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var delta = xform.ParentUid == state.Player.ParentUid
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? xform.LocalPosition - state.Player.LocalPosition
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: xform.WorldPosition - state.MapPos;
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var range = delta.Length;
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if (range >= ambientComp.Range)
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return true;
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string key;
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if (ambientComp.Sound is SoundPathSpecifier path)
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key = path.Path?.ToString() ?? string.Empty;
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else
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key = ((SoundCollectionSpecifier) ambientComp.Sound).Collection ?? string.Empty;
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// Prioritize far away & loud sounds.
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var importance = range * (ambientComp.Volume + 32);
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state.SourceDict.GetOrNew(key).Add((importance, ambientComp));
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return true;
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}
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/// <summary>
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@@ -240,8 +246,13 @@ namespace Content.Client.Audio
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if (_playingSounds.Count >= _maxAmbientCount)
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return;
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var pos = mapPos.Position;
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var state = new QueryState(pos, playerXform, query);
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var worldAabb = new Box2(pos - _maxAmbientRange, pos + _maxAmbientRange);
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_treeSys.QueryAabb(ref state, Callback, mapPos.MapId, worldAabb);
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// Add in range ambiences
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foreach (var (key, sources) in GetNearbySources(playerXform, mapPos, query))
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foreach (var (key, sources) in state.SourceDict)
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{
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if (_playingSounds.Count >= _maxAmbientCount)
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break;
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