Files
tbd-station-14/Content.Client/Audio/BackgroundAudioSystem.cs
Moony 5af2f24331 Even more ambience (#7109)
* hydro tray audio

* licensio

* R&D server now annoys the shit out of people.

* Tone down ambience a bit.

* Update Resources/Audio/Ambience/Objects/license.txt

Co-authored-by: ike709 <ike709@users.noreply.github.com>

* begin making ambience configurable.

* almost works

* volume works

* whee

* remove the toggle button entirely, make it use volume.

* fix

* whobsy

* a

* CHEAT moment

Co-authored-by: ike709 <ike709@users.noreply.github.com>
2022-03-19 23:45:51 -05:00

177 lines
5.4 KiB
C#

using Content.Client.GameTicking.Managers;
using Content.Client.Lobby;
using Content.Client.Viewport;
using Content.Shared;
using Content.Shared.Audio;
using Content.Shared.CCVar;
using JetBrains.Annotations;
using Robust.Client;
using Robust.Client.State;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Client.Audio
{
[UsedImplicitly]
public sealed class BackgroundAudioSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly ClientGameTicker _gameTicker = default!;
private SoundCollectionPrototype _ambientCollection = 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;
public override void Initialize()
{
base.Initialize();
_ambientCollection = _prototypeManager.Index<SoundCollectionPrototype>("AmbienceBase");
_configManager.OnValueChanged(CCVars.AmbienceVolume, AmbienceCVarChanged);
_configManager.OnValueChanged(CCVars.LobbyMusicEnabled, LobbyMusicCVarChanged);
_stateManager.OnStateChanged += StateManagerOnStateChanged;
_client.PlayerJoinedServer += OnJoin;
_client.PlayerLeaveServer += OnLeave;
_gameTicker.LobbyStatusUpdated += LobbySongReceived;
}
public override void Shutdown()
{
base.Shutdown();
_stateManager.OnStateChanged -= StateManagerOnStateChanged;
_client.PlayerJoinedServer -= OnJoin;
_client.PlayerLeaveServer -= OnLeave;
_gameTicker.LobbyStatusUpdated -= LobbySongReceived;
EndAmbience();
EndLobbyMusic();
}
private void StateManagerOnStateChanged(StateChangedEventArgs args)
{
EndAmbience();
EndLobbyMusic();
if (args.NewState is LobbyState && _configManager.GetCVar(CCVars.LobbyMusicEnabled))
{
StartLobbyMusic();
}
else if (args.NewState is GameScreen)
{
StartAmbience();
}
}
private void OnJoin(object? sender, PlayerEventArgs args)
{
if (_stateManager.CurrentState is LobbyState)
{
EndAmbience();
if (_configManager.GetCVar(CCVars.LobbyMusicEnabled))
{
StartLobbyMusic();
}
}
else
{
EndLobbyMusic();
StartAmbience();
}
}
private void OnLeave(object? sender, PlayerEventArgs args)
{
EndAmbience();
EndLobbyMusic();
}
private void AmbienceCVarChanged(float volume)
{
if (_stateManager.CurrentState is GameScreen)
{
StartAmbience();
}
else
{
EndAmbience();
}
}
private void StartAmbience()
{
EndAmbience();
var file = _robustRandom.Pick(_ambientCollection.PickFiles).ToString();
_ambientStream = SoundSystem.Play(Filter.Local(), file, _ambientParams.WithVolume(_ambientParams.Volume + _configManager.GetCVar(CCVars.AmbienceVolume)));
}
private void EndAmbience()
{
_ambientStream?.Stop();
_ambientStream = null;
}
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 && _configManager.GetCVar(CCVars.LobbyMusicEnabled))
{
StartLobbyMusic();
}
}
private void StartLobbyMusic()
{
EndLobbyMusic();
var file = _gameTicker.LobbySong;
if (file == null) // We have not received the lobby song yet.
{
return;
}
_lobbyStream = SoundSystem.Play(Filter.Local(), file, _lobbyParams);
}
private void EndLobbyMusic()
{
_lobbyStream?.Stop();
_lobbyStream = null;
}
}
}