* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me>
173 lines
5.2 KiB
C#
173 lines
5.2 KiB
C#
using Content.Shared.Audio;
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using Content.Shared.GameTicking;
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using AudioComponent = Robust.Shared.Audio.Components.AudioComponent;
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namespace Content.Client.Audio;
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public sealed partial class ContentAudioSystem : SharedContentAudioSystem
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{
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// Need how much volume to change per tick and just remove it when it drops below "0"
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private readonly Dictionary<EntityUid, float> _fadingOut = new();
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// Need volume change per tick + target volume.
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private readonly Dictionary<EntityUid, (float VolumeChange, float TargetVolume)> _fadingIn = new();
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private readonly List<EntityUid> _fadeToRemove = new();
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private const float MinVolume = -32f;
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private const float DefaultDuration = 2f;
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/*
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* Gain multipliers for specific audio sliders.
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* The float value will get multiplied by this when setting
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* i.e. a gain of 0.5f x 3 will equal 1.5f which is supported in OpenAL.
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*/
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public const float MasterVolumeMultiplier = 3f;
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public const float MidiVolumeMultiplier = 0.25f;
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public const float AmbienceMultiplier = 3f;
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public const float AmbientMusicMultiplier = 3f;
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public const float LobbyMultiplier = 3f;
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public const float InterfaceMultiplier = 2f;
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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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InitializeAmbientMusic();
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SubscribeNetworkEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
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}
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private void OnRoundCleanup(RoundRestartCleanupEvent ev)
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{
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_fadingOut.Clear();
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// Preserve lobby music but everything else should get dumped.
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var lobbyMusic = EntityManager.System<BackgroundAudioSystem>().LobbyMusicStream;
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TryComp(lobbyMusic, out AudioComponent? lobbyMusicComp);
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var oldMusicGain = lobbyMusicComp?.Gain;
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var restartAudio = EntityManager.System<BackgroundAudioSystem>().LobbyRoundRestartAudioStream;
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TryComp(restartAudio, out AudioComponent? restartComp);
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var oldAudioGain = restartComp?.Gain;
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SilenceAudio();
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if (oldMusicGain != null)
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{
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Audio.SetGain(lobbyMusic, oldMusicGain.Value, lobbyMusicComp);
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}
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if (oldAudioGain != null)
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{
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Audio.SetGain(restartAudio, oldAudioGain.Value, restartComp);
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}
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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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ShutdownAmbientMusic();
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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 (!_timing.IsFirstTimePredicted)
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return;
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UpdateAmbientMusic();
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UpdateFades(frameTime);
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}
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#region Fades
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public void FadeOut(EntityUid? stream, AudioComponent? component = null, float duration = DefaultDuration)
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{
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if (stream == null || duration <= 0f || !Resolve(stream.Value, ref component))
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return;
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// Just in case
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// TODO: Maybe handle the removals by making it seamless?
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_fadingIn.Remove(stream.Value);
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var diff = component.Volume - MinVolume;
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_fadingOut.Add(stream.Value, diff / duration);
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}
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public void FadeIn(EntityUid? stream, AudioComponent? component = null, float duration = DefaultDuration)
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{
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if (stream == null || duration <= 0f || !Resolve(stream.Value, ref component) || component.Volume < MinVolume)
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return;
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_fadingOut.Remove(stream.Value);
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var curVolume = component.Volume;
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var change = (curVolume - MinVolume) / duration;
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_fadingIn.Add(stream.Value, (change, component.Volume));
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component.Volume = MinVolume;
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}
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private void UpdateFades(float frameTime)
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{
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_fadeToRemove.Clear();
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foreach (var (stream, change) in _fadingOut)
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{
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if (!TryComp(stream, out AudioComponent? component))
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{
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_fadeToRemove.Add(stream);
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continue;
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}
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var volume = component.Volume - change * frameTime;
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volume = MathF.Max(MinVolume, volume);
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_audio.SetVolume(stream, volume, component);
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if (component.Volume.Equals(MinVolume))
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{
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_audio.Stop(stream);
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_fadeToRemove.Add(stream);
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}
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}
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foreach (var stream in _fadeToRemove)
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{
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_fadingOut.Remove(stream);
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}
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_fadeToRemove.Clear();
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foreach (var (stream, (change, target)) in _fadingIn)
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{
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// Cancelled elsewhere
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if (!TryComp(stream, out AudioComponent? component))
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{
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_fadeToRemove.Add(stream);
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continue;
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}
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var volume = component.Volume + change * frameTime;
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volume = MathF.Max(target, volume);
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_audio.SetVolume(stream, volume, component);
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if (component.Volume.Equals(target))
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{
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_fadeToRemove.Add(stream);
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}
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}
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foreach (var stream in _fadeToRemove)
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{
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_fadingIn.Remove(stream);
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}
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}
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#endregion
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}
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/// <summary>
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/// Raised whenever ambient music tries to play.
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/// </summary>
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[ByRefEvent]
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public record struct PlayAmbientMusicEvent(bool Cancelled = false);
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