Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test. * Midi stuff * Some more work * This actually works now! * update * Midi Audio works! * Lots of stuff, and cool interfaces for items * Update * Fix a few things * It just works * Move textures to another folder, remove placeholder description from instruments * Fix warning * Use renderer enum * Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo. * Fix incorrect sprite paths * Instruments take midi file size check into account when enabling/disabling midi playback buttons * Fix crash when pressing drop on empty hand. * Use new renderer return values for midi/input * Xylophones are no longer handheld instruments, fix their sprites. * Use new API * Remove nfluidsynth from solution * Timing information * Use IGameTiming.CurTime for timestamps instead
This commit is contained in:
committed by
Pieter-Jan Briers
parent
ce54c489eb
commit
fedc0ad71c
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using System;
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using Robust.Shared.Audio.Midi;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Instruments
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{
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public class SharedInstrumentComponent : Component
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{
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public override string Name => "Instrument";
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public override uint? NetID => ContentNetIDs.INSTRUMENTS;
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}
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/// <summary>
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/// This message is sent to the client to completely stop midi input and midi playback.
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/// </summary>
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[Serializable, NetSerializable]
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public class InstrumentStopMidiMessage : ComponentMessage
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{
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}
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/// <summary>
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/// This message carries a MidiEvent to be played on clients.
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/// </summary>
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[Serializable, NetSerializable]
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public class InstrumentMidiEventMessage : ComponentMessage
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{
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public MidiEvent MidiEvent;
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public double Timestamp;
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public InstrumentMidiEventMessage(MidiEvent midiEvent, double timestamp)
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{
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MidiEvent = midiEvent;
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Timestamp = timestamp;
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}
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}
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[NetSerializable, Serializable]
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public enum InstrumentUiKey
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{
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Key,
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}
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}
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