veloren/voxygen/src/audio/music.rs

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//! Handles music playback and transitions
//!
//! Game music is controlled though a configuration file found in the source at
//! `/assets/voxygen/audio/soundtrack.ron`. Each track enabled in game has a
//! configuration corresponding to the
//! [`SoundtrackItem`](struct.SoundtrackItem.html) format, as well as the
//! corresponding `.ogg` file in the `/assets/voxygen/audio/soundtrack/`
//! directory.
//!
//! If there are errors while reading or deserialising the configuration file, a
//! warning is logged and music will be disabled.
//!
//! ## Adding new music
//!
//! To add a new item, append the details to the audio configuration file, and
//! add the audio file (in `.ogg` format) to the assets directory.
//!
//! The `length` should be provided in seconds. This allows us to know when to
//! transition to another track, without having to spend time determining track
//! length programmatically.
//!
//! An example of a new night time track:
//! ```text
//! (
//! title: "Sleepy Song",
//! path: "voxygen.audio.soundtrack.sleepy",
//! length: 400.0,
//! timing: Some(Night),
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//! biomes: [
//! (Forest, 1),
//! (Grassland, 2),
//! ],
//! site: None,
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//! artist: "Elvis",
//! ),
//! ```
//!
//! Before sending an MR for your new track item:
//! - Be conscious of the file size for your new track. Assets contribute to
//! download sizes
//! - Ensure that the track is mastered to a volume proportionate to other music
//! tracks
//! - If you are not the author of the track, ensure that the song's licensing
//! permits usage of the track for non-commercial use
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use crate::audio::{AudioFrontend, MusicChannelTag};
use client::Client;
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use common::{
assets,
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terrain::{BiomeKind, SitesKind},
};
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use common_sys::state::State;
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use rand::{prelude::SliceRandom, thread_rng, Rng};
use serde::Deserialize;
use std::time::Instant;
use tracing::warn;
// TODO These should eventually not be constants if we have seasons
const DAY_START_SECONDS: u32 = 28800; // 8:00
const DAY_END_SECONDS: u32 = 70200; // 19:30
/// Collection of all the tracks
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#[derive(Debug, Default, Deserialize)]
struct SoundtrackCollection {
/// List of tracks
tracks: Vec<SoundtrackItem>,
}
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/// Configuration for a single music track in the soundtrack
#[derive(Debug, Deserialize)]
pub struct SoundtrackItem {
/// Song title
title: String,
/// File path to asset
path: String,
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/// Length of the track in seconds
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length: f32,
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/// Whether this track should play during day or night
timing: Option<DayPeriod>,
/// What biomes this track should play in with chance of play
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biomes: Vec<(BiomeKind, u8)>,
/// Whether this track should play in a specific site
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site: Option<SitesKind>,
}
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/// Allows control over when a track should play based on in-game time of day
#[derive(Debug, Deserialize, PartialEq)]
enum DayPeriod {
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/// 8:00 AM to 7:30 PM
Day,
/// 7:31 PM to 6:59 AM
Night,
}
/// Determines whether the sound is stopped, playing, or fading
#[derive(Debug, Deserialize, PartialEq)]
enum PlayState {
Playing,
Stopped,
FadingOut,
FadingIn,
}
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/// Provides methods to control music playback
pub struct MusicMgr {
/// Collection of all the tracks
soundtrack: SoundtrackCollection,
/// Instant at which the current track began playing
began_playing: Instant,
/// Time until the next track should be played
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next_track_change: f32,
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/// The title of the last track played. Used to prevent a track
/// being played twice in a row
last_track: String,
}
impl Default for MusicMgr {
fn default() -> Self {
Self {
soundtrack: Self::load_soundtrack_items(),
began_playing: Instant::now(),
next_track_change: 0.0,
last_track: String::from("None"),
}
}
}
impl MusicMgr {
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/// Checks whether the previous track has completed. If so, sends a
/// request to play the next (random) track
pub fn maintain(&mut self, audio: &mut AudioFrontend, state: &State, client: &Client) {
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//if let Some(current_chunk) = client.current_chunk() {
//println!("biome: {:?}", current_chunk.meta().biome());
//println!("chaos: {}", current_chunk.meta().chaos());
//println!("alt: {}", current_chunk.meta().alt());
//println!("tree_density: {}",
// current_chunk.meta().tree_density());
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//if let Some(position) = client.current::<comp::Pos>() {
// player_alt = position.0.z;
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//}
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if audio.music_enabled()
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&& !self.soundtrack.tracks.is_empty()
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&& self.began_playing.elapsed().as_secs_f32() > self.next_track_change
{
self.play_random_track(audio, state, client);
}
}
fn play_random_track(&mut self, audio: &mut AudioFrontend, state: &State, client: &Client) {
let mut rng = thread_rng();
// Adds a bit of randomness between plays
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let silence_between_tracks_seconds: f32 = rng.gen_range(45.0, 120.0);
let game_time = (state.get_time_of_day() as u64 % 86400) as u32;
let current_period_of_day = Self::get_current_day_period(game_time);
let current_biome = client.current_biome();
let current_site = client.current_site();
// Filters out tracks not matching the timing, site, and biome
let maybe_tracks = self
.soundtrack
.tracks
.iter()
.filter(|track| {
!track.title.eq(&self.last_track)
&& match &track.timing {
Some(period_of_day) => period_of_day == &current_period_of_day,
None => true,
}
&& match &track.site {
Some(site) => site == &current_site,
None => true,
}
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})
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.filter(|track| {
let mut result = false;
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if !track.biomes.is_empty() {
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for biome in track.biomes.iter() {
if biome.0 == current_biome {
result = true;
}
}
} else {
result = true;
}
result
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})
.collect::<Vec<&SoundtrackItem>>();
// Randomly selects a track from the remaining tracks weighted based
// on the biome
let new_maybe_track = maybe_tracks.choose_weighted(&mut rng, |track| {
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let mut chance = 0;
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if !track.biomes.is_empty() {
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for biome in track.biomes.iter() {
if biome.0 == current_biome {
chance = biome.1;
}
}
} else {
// If no biome is listed, the song is still added to the
// rotation to allow for site specific songs to play
// in any biome
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chance = 1;
}
chance
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});
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if let Ok(track) = new_maybe_track {
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//println!("Now playing {:?}", track.title);
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self.last_track = String::from(&track.title);
self.began_playing = Instant::now();
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self.next_track_change = track.length + silence_between_tracks_seconds;
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audio.play_music(&track.path, MusicChannelTag::Exploration);
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}
}
fn get_current_day_period(game_time: u32) -> DayPeriod {
if game_time > DAY_START_SECONDS && game_time < DAY_END_SECONDS {
DayPeriod::Day
} else {
DayPeriod::Night
}
}
fn load_soundtrack_items() -> SoundtrackCollection {
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match assets::load_file("voxygen.audio.soundtrack", &["ron"]) {
Ok(file) => match ron::de::from_reader(file) {
Ok(config) => config,
Err(error) => {
warn!(
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"Error parsing music config file, music will not be available: {}",
format!("{:#?}", error)
);
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SoundtrackCollection::default()
},
},
Err(error) => {
warn!(
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"Error reading music config file, music will not be available: {}",
format!("{:#?}", error)
);
SoundtrackCollection::default()
},
}
}
}