Files
tbd-station-14/Content.Client/Audio/ContentAudioSystem.cs
Fildrance 4c87dcd3cb fix: lobby music volume will be changed on options change without restart (also lobby music not looped anymore) (#25530)
* fix: lobby music volume will be changed on options change without restart (also lobby music not looped anymore)

* refactor: now lobby music is part of ContentAudioSystem. Lobby playlist is used instead of single track. Client now selects next lobby soundtrack after previous finished.

* refactor: incapsulated info on current lobby track in simple record

* refactor: fixed inconsistent naming between song and soundtrack for lobbymusic

* refactor: xml-doc for LobbyPlaylistChangedEvent

* fix: inverted invalid _audio.PlayGlobal check to return only if lobby soundtrack play call failed

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Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2024-03-02 15:40:04 -05:00

178 lines
5.2 KiB
C#

using Content.Shared.Audio;
using Content.Shared.GameTicking;
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 const float InterfaceMultiplier = 2f;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
InitializeAmbientMusic();
InitializeLobbyMusic();
SubscribeNetworkEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
}
private void OnRoundCleanup(RoundRestartCleanupEvent ev)
{
_fadingOut.Clear();
// Preserve lobby music but everything else should get dumped.
var lobbyMusic = _lobbySoundtrackInfo?.MusicStreamEntityUid;
TryComp(lobbyMusic, out AudioComponent? lobbyMusicComp);
var oldMusicGain = lobbyMusicComp?.Gain;
var restartAudio = _lobbyRoundRestartAudioStream;
TryComp(restartAudio, out AudioComponent? restartComp);
var oldAudioGain = restartComp?.Gain;
SilenceAudio();
if (oldMusicGain != null)
{
Audio.SetGain(lobbyMusic, oldMusicGain.Value, lobbyMusicComp);
}
if (oldAudioGain != null)
{
Audio.SetGain(restartAudio, oldAudioGain.Value, restartComp);
}
PlayRestartSound(ev);
}
public override void Shutdown()
{
base.Shutdown();
ShutdownAmbientMusic();
ShutdownLobbyMusic();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
UpdateAmbientMusic();
UpdateLobbyMusic();
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;
volume = MathF.Max(MinVolume, volume);
_audio.SetVolume(stream, volume, component);
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;
volume = MathF.Max(target, volume);
_audio.SetVolume(stream, volume, component);
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);