Files
tbd-station-14/Content.Client/Audio/ContentAudioSystem.cs
2023-06-27 21:28:51 +10:00

131 lines
3.4 KiB
C#

using Content.Shared.Audio;
using Robust.Client.GameObjects;
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<AudioSystem.PlayingStream, float> _fadingOut = new();
// Need volume change per tick + target volume.
private readonly Dictionary<AudioSystem.PlayingStream, (float VolumeChange, float TargetVolume)> _fadingIn = new();
private readonly List<AudioSystem.PlayingStream> _fadeToRemove = new();
private const float MinVolume = -32f;
private const float DefaultDuration = 2f;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
InitializeAmbientMusic();
}
public override void Shutdown()
{
base.Shutdown();
ShutdownAmbientMusic();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
UpdateAmbientMusic();
UpdateFades(frameTime);
}
#region Fades
public void FadeOut(AudioSystem.PlayingStream? stream, float duration = DefaultDuration)
{
if (stream == null || duration <= 0f)
return;
// Just in case
// TODO: Maybe handle the removals by making it seamless?
_fadingIn.Remove(stream);
var diff = stream.Volume - MinVolume;
_fadingOut.Add(stream, diff / duration);
}
public void FadeIn(AudioSystem.PlayingStream? stream, float duration = DefaultDuration)
{
if (stream == null || duration <= 0f || stream.Volume < MinVolume)
return;
_fadingOut.Remove(stream);
var curVolume = stream.Volume;
var change = (curVolume - MinVolume) / duration;
_fadingIn.Add(stream, (change, stream.Volume));
stream.Volume = MinVolume;
}
private void UpdateFades(float frameTime)
{
_fadeToRemove.Clear();
foreach (var (stream, change) in _fadingOut)
{
// Cancelled elsewhere
if (stream.Done)
{
_fadeToRemove.Add(stream);
continue;
}
var volume = stream.Volume - change * frameTime;
stream.Volume = MathF.Max(MinVolume, volume);
if (stream.Volume.Equals(MinVolume))
{
stream.Stop();
_fadeToRemove.Add(stream);
}
}
foreach (var stream in _fadeToRemove)
{
_fadingOut.Remove(stream);
}
_fadeToRemove.Clear();
foreach (var (stream, (change, target)) in _fadingIn)
{
// Cancelled elsewhere
if (stream.Done)
{
_fadeToRemove.Add(stream);
continue;
}
var volume = stream.Volume + change * frameTime;
stream.Volume = MathF.Min(target, volume);
if (stream.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);