262 lines
9.3 KiB
C#
262 lines
9.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Audio;
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using Content.Shared.CCVar;
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using Robust.Client.Player;
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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.Map;
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using Robust.Shared.Player;
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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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namespace Content.Client.Audio
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{
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//TODO: This is using a incomplete version of the whole "only play nearest sounds" algo, that breaks down a bit should the ambient sound cap get hit.
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//TODO: This'll be fixed when GetEntitiesInRange produces consistent outputs.
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/// <summary>
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/// Samples nearby <see cref="AmbientSoundComponent"/> and plays 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 EntityLookupSystem _lookup = 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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private int _maxAmbientCount;
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private float _maxAmbientRange;
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private float _cooldown;
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private float _accumulator;
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/// <summary>
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/// How many times we can be playing 1 particular sound at once.
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/// </summary>
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private int _maxSingleSound = 8;
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private Dictionary<AmbientSoundComponent, (IPlayingAudioStream? Stream, string Sound)> _playingSounds = new();
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private const float RangeBuffer = 3f;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.AmbientCooldown, SetCooldown, true);
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configManager.OnValueChanged(CCVars.MaxAmbientSources, SetAmbientCount, true);
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configManager.OnValueChanged(CCVars.AmbientRange, SetAmbientRange, true);
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SubscribeLocalEvent<AmbientSoundComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnShutdown(EntityUid uid, AmbientSoundComponent component, ComponentShutdown args)
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{
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if (_playingSounds.Remove(component, out var sound))
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sound.Stream?.Stop();
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}
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private void SetCooldown(float value) => _cooldown = value;
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private void SetAmbientCount(int value) => _maxAmbientCount = value;
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private void SetAmbientRange(float value) => _maxAmbientRange = value;
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public override void Shutdown()
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{
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base.Shutdown();
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ClearSounds();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.UnsubValueChanged(CCVars.AmbientCooldown, SetCooldown);
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configManager.UnsubValueChanged(CCVars.MaxAmbientSources, SetAmbientCount);
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configManager.UnsubValueChanged(CCVars.AmbientRange, SetAmbientRange);
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}
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private int PlayingCount(string countSound)
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{
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var count = 0;
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foreach (var (_, (_, sound)) in _playingSounds)
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{
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if (sound.Equals(countSound)) count++;
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}
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return count;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_gameTiming.IsFirstTimePredicted) return;
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if (_cooldown <= 0f)
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{
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_accumulator = 0f;
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return;
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}
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_accumulator += frameTime;
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if (_accumulator < _cooldown) return;
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_accumulator -= _cooldown;
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (!EntityManager.TryGetComponent(player, out TransformComponent? playerManager))
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{
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ClearSounds();
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return;
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}
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var coordinates = playerManager.Coordinates;
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ProcessNearbyAmbience(coordinates);
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}
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private void ClearSounds()
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{
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foreach (var (_, (stream, _)) in _playingSounds)
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{
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stream?.Stop();
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}
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_playingSounds.Clear();
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}
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private Dictionary<string, List<AmbientSoundComponent>> GetNearbySources(EntityCoordinates coordinates)
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{
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//TODO: Make this produce a hashset of nearby entities again.
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var sourceDict = new Dictionary<string, List<AmbientSoundComponent>>(16);
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foreach (var entity in _lookup.GetEntitiesInRange(coordinates, _maxAmbientRange + RangeBuffer, LookupFlags.IncludeAnchored | LookupFlags.Approximate))
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{
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if (!EntityManager.TryGetComponent(entity, out AmbientSoundComponent? ambientComp) ||
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!ambientComp.Enabled ||
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!EntityManager.GetComponent<TransformComponent>(entity).Coordinates.TryDistance(EntityManager, coordinates, out var range) ||
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range > ambientComp.Range)
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{
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continue;
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}
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var key = ambientComp.Sound.GetSound();
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if (!sourceDict.ContainsKey(key))
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sourceDict[key] = new List<AmbientSoundComponent>(_maxSingleSound);
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sourceDict[key].Add(ambientComp);
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}
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foreach (var (key, val) in sourceDict)
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{
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sourceDict[key] = val.OrderByDescending(x =>
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Transform(x.Owner).Coordinates.TryDistance(EntityManager, coordinates, out var dist) ? dist : float.MaxValue).ToList();
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}
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return sourceDict;
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}
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/// <summary>
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/// Get a list of ambient components in range and determine which ones to start playing.
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/// </summary>
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private void ProcessNearbyAmbience(EntityCoordinates coordinates)
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{
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var compsInRange= GetNearbySources(coordinates);
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var keys = compsInRange.Keys.ToHashSet();
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while (keys.Count != 0)
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{
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if (_playingSounds.Count >= _maxAmbientCount)
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{
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/*
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// Go through and remove everything from compSet
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foreach (var toRemove in keys.SelectMany(key => compsInRange[key]))
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{
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compSet.Remove(toRemove.Owner);
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}
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*/
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break;
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}
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foreach (var key in keys)
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{
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if (_playingSounds.Count >= _maxAmbientCount)
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break;
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if (compsInRange[key].Count == 0)
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{
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keys.Remove(key);
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continue;
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}
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var comp = compsInRange[key].Pop();
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if (_playingSounds.ContainsKey(comp))
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continue;
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var sound = comp.Sound.GetSound();
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if (PlayingCount(sound) >= _maxSingleSound)
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{
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keys.Remove(key);
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/*foreach (var toRemove in compsInRange[key])
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{
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Logger.Debug($"removing {toRemove.Owner} from set.");
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compSet.Remove(toRemove.Owner);
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}*/
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compsInRange[key].Clear(); // reduce work later should we overrun the max sounds.
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continue;
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}
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var audioParams = AudioHelpers
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.WithVariation(0.01f)
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.WithVolume(comp.Volume)
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.WithLoop(true)
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.WithAttenuation(Attenuation.LinearDistance)
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// Randomise start so 2 sources don't increase their volume.
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.WithPlayOffset(_random.NextFloat(0.0f, 100.0f))
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.WithMaxDistance(comp.Range);
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var stream = SoundSystem.Play(
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Filter.Local(),
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sound,
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comp.Owner,
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audioParams);
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if (stream == null) continue;
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_playingSounds[comp] = (stream, sound);
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}
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}
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foreach (var (comp, sound) in _playingSounds)
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{
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var entity = comp.Owner;
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if (comp.Deleted || // includes entity deletion
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!comp.Enabled ||
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!EntityManager.GetComponent<TransformComponent>(entity).Coordinates
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.TryDistance(EntityManager, coordinates, out var range) ||
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range > comp.Range)
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{
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sound.Stream?.Stop();
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_playingSounds.Remove(comp);
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}
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}
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//TODO: Put this code back in place! Currently not done this way because of GetEntitiesInRange being funny.
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/*
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foreach (var (comp, sound) in _playingSounds)
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{
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if (compSet.Contains(comp.Owner)) continue;
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Logger.Debug($"Cancelled {comp.Owner}");
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_playingSounds[comp].Stream?.Stop();
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_playingSounds.Remove(comp);
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}
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*/
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}
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}
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}
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