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),
//! biome: Some(Forest),
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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
use crate::audio::AudioFrontend;
use client::Client;
use common::{assets, state::State, terrain::BiomeKind};
use rand::{seq::IteratorRandom, thread_rng};
use serde::Deserialize;
use std::time::Instant;
use tracing::warn;
const DAY_START_SECONDS: u32 = 28800; // 8:00
const DAY_END_SECONDS: u32 = 70200; // 19:30
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#[derive(Debug, Default, Deserialize)]
struct SoundtrackCollection {
tracks: Vec<SoundtrackItem>,
}
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/// Configuration for a single music track in the soundtrack
#[derive(Debug, Deserialize)]
pub struct SoundtrackItem {
title: String,
path: String,
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/// Length of the track in seconds
length: f64,
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/// Whether this track should play during day or night
timing: Option<DayPeriod>,
biome: Option<BiomeKind>,
}
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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,
}
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/// Provides methods to control music playback
pub struct MusicMgr {
soundtrack: SoundtrackCollection,
began_playing: Instant,
next_track_change: f64,
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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,
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last_biome: BiomeKind,
playing: bool,
}
impl MusicMgr {
#[allow(clippy::new_without_default)] // TODO: Pending review in #587
pub fn new() -> Self {
Self {
soundtrack: Self::load_soundtrack_items(),
began_playing: Instant::now(),
next_track_change: 0.0,
last_track: String::from("None"),
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last_biome: BiomeKind::Void,
playing: false,
}
}
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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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// Gets the current player biome
let current_biome: BiomeKind = match client.current_chunk() {
Some(chunk) => chunk.meta().biome(),
_ => self.last_biome,
};
if audio.music_enabled()
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&& !self.soundtrack.tracks.is_empty()
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&& (self.began_playing.elapsed().as_secs_f64() > self.next_track_change
|| !self.playing)
{
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println!("It shoooooooooooooooooooooooooooooooooooooooooooooooooooooooould play!!!");
self.play_random_track(audio, state, client);
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self.playing = true;
} else if current_biome != self.last_biome {
println!(
"SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSStop!\
!!"
);
audio.stop_exploration_music();
self.playing = false;
}
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self.last_biome = current_biome;
}
fn play_random_track(&mut self, audio: &mut AudioFrontend, state: &State, client: &Client) {
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//const SILENCE_BETWEEN_TRACKS_SECONDS: f64 = 45.0;
const SILENCE_BETWEEN_TRACKS_SECONDS: f64 = 5.0;
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 = Self::get_current_biome(client);
let mut rng = thread_rng();
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let maybe_track = 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,
}
})
.filter(|track| match &track.biome {
Some(biome) => biome == &current_biome,
None => true,
})
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.choose(&mut rng);
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if let Some(track) = maybe_track {
self.last_track = String::from(&track.title);
self.began_playing = Instant::now();
self.next_track_change = track.length + SILENCE_BETWEEN_TRACKS_SECONDS;
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audio.play_exploration_music(&track.path);
}
}
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 get_current_biome(client: &Client) -> BiomeKind {
match client.current_chunk() {
Some(chunk) => chunk.meta().biome(),
_ => BiomeKind::Void,
}
}
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()
},
}
}
}