Files
tbd-station-14/Content.Client/Audio/BackgroundAudioSystem.cs
2022-11-04 11:15:37 +11:00

317 lines
9.8 KiB
C#

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