165 lines
4.8 KiB
C#
165 lines
4.8 KiB
C#
using Content.Shared.Audio;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.GameTicking;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared;
|
|
using Robust.Shared.Audio;
|
|
using AudioComponent = Robust.Shared.Audio.Components.AudioComponent;
|
|
|
|
namespace Content.Client.Audio;
|
|
|
|
public sealed partial class ContentAudioSystem : SharedContentAudioSystem
|
|
{
|
|
// Need how much volume to change per tick and just remove it when it drops below "0"
|
|
private readonly Dictionary<EntityUid, float> _fadingOut = new();
|
|
|
|
// Need volume change per tick + target volume.
|
|
private readonly Dictionary<EntityUid, (float VolumeChange, float TargetVolume)> _fadingIn = new();
|
|
|
|
private readonly List<EntityUid> _fadeToRemove = new();
|
|
|
|
private const float MinVolume = -32f;
|
|
private const float DefaultDuration = 2f;
|
|
|
|
/*
|
|
* Gain multipliers for specific audio sliders.
|
|
* The float value will get multiplied by this when setting
|
|
* i.e. a gain of 0.5f x 3 will equal 1.5f which is supported in OpenAL.
|
|
*/
|
|
|
|
public const float MasterVolumeMultiplier = 3f;
|
|
public const float MidiVolumeMultiplier = 0.25f;
|
|
public const float AmbienceMultiplier = 3f;
|
|
public const float AmbientMusicMultiplier = 3f;
|
|
public const float LobbyMultiplier = 3f;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
UpdatesOutsidePrediction = true;
|
|
InitializeAmbientMusic();
|
|
SubscribeNetworkEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
|
|
}
|
|
|
|
private void OnRoundCleanup(RoundRestartCleanupEvent ev)
|
|
{
|
|
_fadingOut.Clear();
|
|
|
|
// Preserve lobby music but everything else should get dumped.
|
|
var lobbyStream = EntityManager.System<BackgroundAudioSystem>().LobbyStream;
|
|
TryComp(lobbyStream, out AudioComponent? audioComp);
|
|
var oldGain = audioComp?.Gain;
|
|
|
|
SilenceAudio();
|
|
|
|
if (oldGain != null)
|
|
{
|
|
Audio.SetGain(lobbyStream, oldGain.Value, audioComp);
|
|
}
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
ShutdownAmbientMusic();
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
if (!_timing.IsFirstTimePredicted)
|
|
return;
|
|
|
|
UpdateAmbientMusic();
|
|
UpdateFades(frameTime);
|
|
}
|
|
|
|
#region Fades
|
|
|
|
public void FadeOut(EntityUid? stream, AudioComponent? component = null, float duration = DefaultDuration)
|
|
{
|
|
if (stream == null || duration <= 0f || !Resolve(stream.Value, ref component))
|
|
return;
|
|
|
|
// Just in case
|
|
// TODO: Maybe handle the removals by making it seamless?
|
|
_fadingIn.Remove(stream.Value);
|
|
var diff = component.Volume - MinVolume;
|
|
_fadingOut.Add(stream.Value, diff / duration);
|
|
}
|
|
|
|
public void FadeIn(EntityUid? stream, AudioComponent? component = null, float duration = DefaultDuration)
|
|
{
|
|
if (stream == null || duration <= 0f || !Resolve(stream.Value, ref component) || component.Volume < MinVolume)
|
|
return;
|
|
|
|
_fadingOut.Remove(stream.Value);
|
|
var curVolume = component.Volume;
|
|
var change = (curVolume - MinVolume) / duration;
|
|
_fadingIn.Add(stream.Value, (change, component.Volume));
|
|
component.Volume = MinVolume;
|
|
}
|
|
|
|
private void UpdateFades(float frameTime)
|
|
{
|
|
_fadeToRemove.Clear();
|
|
|
|
foreach (var (stream, change) in _fadingOut)
|
|
{
|
|
if (!TryComp(stream, out AudioComponent? component))
|
|
{
|
|
_fadeToRemove.Add(stream);
|
|
continue;
|
|
}
|
|
|
|
var volume = component.Volume - change * frameTime;
|
|
component.Volume = MathF.Max(MinVolume, volume);
|
|
|
|
if (component.Volume.Equals(MinVolume))
|
|
{
|
|
_audio.Stop(stream);
|
|
_fadeToRemove.Add(stream);
|
|
}
|
|
}
|
|
|
|
foreach (var stream in _fadeToRemove)
|
|
{
|
|
_fadingOut.Remove(stream);
|
|
}
|
|
|
|
_fadeToRemove.Clear();
|
|
|
|
foreach (var (stream, (change, target)) in _fadingIn)
|
|
{
|
|
// Cancelled elsewhere
|
|
if (!TryComp(stream, out AudioComponent? component))
|
|
{
|
|
_fadeToRemove.Add(stream);
|
|
continue;
|
|
}
|
|
|
|
var volume = component.Volume + change * frameTime;
|
|
component.Volume = MathF.Min(target, volume);
|
|
|
|
if (component.Volume.Equals(target))
|
|
{
|
|
_fadeToRemove.Add(stream);
|
|
}
|
|
}
|
|
|
|
foreach (var stream in _fadeToRemove)
|
|
{
|
|
_fadingIn.Remove(stream);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised whenever ambient music tries to play.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct PlayAmbientMusicEvent(bool Cancelled = false);
|