* Adds lobby music * Add UI toggle for lobby music * Pick the song serverside so everyone gets the same song * Add more songs * Fixes * Catch-all end lobby music * Rename it * Catchall ambience cvar change * Wait until we receive the lobby song to start playing one * Fix toggling ready status resetting the song * Comment * Expend the last of my sanity fixing latejoin lobby music * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Move the var Co-authored-by: ike709 <sparebytes@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
187 lines
5.6 KiB
C#
187 lines
5.6 KiB
C#
#nullable enable
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using Content.Client.Interfaces;
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using Content.Shared.Audio;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Content.Shared;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Client;
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using Robust.Client.State;
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using Content.Client.State;
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class BackgroundAudioSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly IClientGameTicker _clientGameTicker = default!;
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private AudioSystem _audioSystem = default!;
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private SoundCollectionPrototype _ambientCollection = default!;
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private AudioParams _ambientParams = new(-10f, 1, "Master", 0, 0, AudioMixTarget.Stereo, true, 0f);
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private AudioParams _lobbyParams = new(5f, 1, "Master", 0, 0, AudioMixTarget.Stereo, true, 0f);
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private IPlayingAudioStream? _ambientStream;
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private IPlayingAudioStream? _lobbyStream;
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public override void Initialize()
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{
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base.Initialize();
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_audioSystem = Get<AudioSystem>();
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_ambientCollection = _prototypeManager.Index<SoundCollectionPrototype>("AmbienceBase");
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_configManager.OnValueChanged(CCVars.AmbienceBasicEnabled, AmbienceCVarChanged);
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_configManager.OnValueChanged(CCVars.LobbyMusicEnabled, LobbyMusicCVarChanged);
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_stateManager.OnStateChanged += StateManagerOnStateChanged;
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_client.PlayerJoinedServer += OnJoin;
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_client.PlayerLeaveServer += OnLeave;
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_clientGameTicker.LobbyStatusUpdated += LobbySongReceived;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_stateManager.OnStateChanged -= StateManagerOnStateChanged;
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_client.PlayerJoinedServer -= OnJoin;
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_client.PlayerLeaveServer -= OnLeave;
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_clientGameTicker.LobbyStatusUpdated -= LobbySongReceived;
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EndAmbience();
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EndLobbyMusic();
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}
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private void StateManagerOnStateChanged(StateChangedEventArgs args)
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{
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EndAmbience();
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EndLobbyMusic();
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if (args.NewState is LobbyState && _configManager.GetCVar(CCVars.LobbyMusicEnabled))
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{
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StartLobbyMusic();
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}
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else if (args.NewState is GameScreen && _configManager.GetCVar(CCVars.AmbienceBasicEnabled))
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{
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StartAmbience();
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}
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}
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private void OnJoin(object? sender, PlayerEventArgs args)
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{
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if (_stateManager.CurrentState is LobbyState)
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{
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EndAmbience();
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if (_configManager.GetCVar(CCVars.LobbyMusicEnabled))
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{
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StartLobbyMusic();
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}
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}
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else
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{
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EndLobbyMusic();
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if (_configManager.GetCVar(CCVars.AmbienceBasicEnabled))
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{
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StartAmbience();
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}
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}
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}
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private void OnLeave(object? sender, PlayerEventArgs args)
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{
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EndAmbience();
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EndLobbyMusic();
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}
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private void AmbienceCVarChanged(bool ambienceEnabled)
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{
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if (!ambienceEnabled)
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{
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EndAmbience();
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}
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else if (_stateManager.CurrentState is GameScreen)
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{
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StartAmbience();
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}
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else
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{
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EndAmbience();
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}
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}
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private void StartAmbience()
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{
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EndAmbience();
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var file = _robustRandom.Pick(_ambientCollection.PickFiles);
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_ambientStream = _audioSystem.Play(file, _ambientParams);
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}
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private void EndAmbience()
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{
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_ambientStream?.Stop();
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_ambientStream = null;
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}
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private void LobbyMusicCVarChanged(bool musicEnabled)
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{
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if (!musicEnabled)
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{
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EndLobbyMusic();
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}
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else if (_stateManager.CurrentState is LobbyState)
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{
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StartLobbyMusic();
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}
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else
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{
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EndLobbyMusic();
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}
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}
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private void LobbySongReceived()
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{
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if (_lobbyStream != null) //Toggling Ready status fires this method. This check ensures we only start the lobby music if it's not playing.
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{
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return;
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}
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if (_stateManager.CurrentState is LobbyState && _configManager.GetCVar(CCVars.LobbyMusicEnabled))
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{
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StartLobbyMusic();
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}
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}
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private void StartLobbyMusic()
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{
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EndLobbyMusic();
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var file = _clientGameTicker.LobbySong;
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if (file == null) // We have not received the lobby song yet.
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{
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return;
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}
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_lobbyStream = _audioSystem.Play(file, _lobbyParams);
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}
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private void EndLobbyMusic()
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{
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_lobbyStream?.Stop();
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_lobbyStream = null;
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}
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}
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}
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