Files
tbd-station-14/Content.Client/Audio/BackgroundAudioSystem.cs
2022-08-13 22:28:34 -07:00

275 lines
8.9 KiB
C#

using Content.Client.GameTicking.Managers;
using Content.Client.Lobby;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using JetBrains.Annotations;
using Robust.Client;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using System.Threading;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Client.Audio
{
[UsedImplicitly]
public sealed class BackgroundAudioSystem : EntitySystem
{
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IGameTiming _timing = 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 ClientGameTicker _gameTicker = 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 = default!;
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;
_configManager.OnValueChanged(CCVars.AmbienceVolume, AmbienceCVarChanged);
_configManager.OnValueChanged(CCVars.LobbyMusicEnabled, LobbyMusicCVarChanged);
_configManager.OnValueChanged(CCVars.StationAmbienceEnabled, StationAmbienceCVarChanged);
_configManager.OnValueChanged(CCVars.SpaceAmbienceEnabled, SpaceAmbienceCVarChanged);
SubscribeLocalEvent<EntParentChangedMessage>(EntParentChanged);
_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 EntParentChanged(ref EntParentChangedMessage message)
{
if(_playMan.LocalPlayer is null || _playMan.LocalPlayer.ControlledEntity != message.Entity ||
!_timing.IsFirstTimePredicted) return;
// Check if we traversed to grid.
if (message.Transform.GridUid != null)
{
if (_currentCollection == _stationAmbience) return;
ChangeAmbience(_stationAmbience);
}
else
{
ChangeAmbience(_spaceAmbience);
}
}
private void ChangeAmbience(SoundCollectionPrototype newAmbience)
{
if (_currentCollection == newAmbience) return;
_timerCancelTokenSource.Cancel();
_currentCollection = newAmbience;
_timerCancelTokenSource = new();
Timer.Spawn(1500, () =>
{
// If we traverse a few times then don't interrupt an existing song.
if (_playingCollection == _currentCollection) return;
EndAmbience();
StartAmbience();
}, _timerCancelTokenSource.Token);
}
private void StateManagerOnStateChanged(StateChangedEventArgs args)
{
EndAmbience();
if (args.NewState is LobbyState)
{
StartLobbyMusic();
return;
}
else if (args.NewState is GameScreen)
{
StartAmbience();
}
EndLobbyMusic();
}
private void OnJoin(object? sender, PlayerEventArgs args)
{
if (_stateManager.CurrentState is LobbyState)
{
EndAmbience();
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();
if (!CanPlayCollection(_currentCollection)) return;
_playingCollection = _currentCollection;
var file = _robustRandom.Pick(_currentCollection.PickFiles).ToString();
_ambientStream = SoundSystem.Play(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 (enabled && _stateManager.CurrentState is GameScreen && _currentCollection.ID == _stationAmbience.ID)
{
StartAmbience();
}
else if(_currentCollection.ID == _stationAmbience.ID)
{
EndAmbience();
}
}
private void SpaceAmbienceCVarChanged(bool enabled)
{
if (enabled && _stateManager.CurrentState is GameScreen && _currentCollection.ID == _spaceAmbience.ID)
{
StartAmbience();
}
else if(_currentCollection.ID == _spaceAmbience.ID)
{
EndAmbience();
}
}
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 = SoundSystem.Play(file, Filter.Local(), _lobbyParams);
}
private void EndLobbyMusic()
{
_lobbyStream?.Stop();
_lobbyStream = null;
}
}
}