Prevent unnecessary running of code

This commit is contained in:
DaforLynx 2022-03-19 02:37:45 -07:00 committed by IsseW
parent aafd13508d
commit c4239e074f
2 changed files with 114 additions and 70 deletions

View File

@ -48,69 +48,107 @@ impl AmbientMgr {
let sfx_volume = audio.get_sfx_volume();
// iterate through each tag
for tag in AmbientChannelTag::iter() {
// iterate through the supposed number of channels - one for each tag
for index in 0..AmbientChannelTag::iter().len() {
// if index would exceed current number of channels, create a new one with
// current tag
if index >= audio.ambient_channels.len() {
audio.new_ambient_channel(tag);
}
// update with sfx volume
audio.ambient_channels[index].set_volume(sfx_volume);
// if current channel's tag is not the current tag, move on to next channel
if audio.ambient_channels[index].get_tag() == tag {
// maintain: get the correct multiplier of whatever the tag of the current
// channel is
let target_volume =
audio.ambient_channels[index].maintain(state, client, camera);
// get multiplier of the current channel
let initial_volume = audio.ambient_channels[index].get_multiplier();
// lerp multiplier of current channel
audio.ambient_channels[index].set_multiplier(Lerp::lerp(
initial_volume,
target_volume,
0.01,
));
// set the duration of the loop to whatever the current value is (0.0 by
// default)
let next_track_change = audio.ambient_channels[index].get_next_track_change();
// if the sound should loop at this point:
if audio.ambient_channels[index]
.get_began_playing()
.elapsed()
.as_secs_f32()
> next_track_change
{
let ambience = self.ambience.read();
let track = ambience.tracks.iter().find(|track| track.tag == tag);
// set the track's start point at this instant
audio.ambient_channels[index].set_began_playing(Instant::now());
if let Some(track) = track {
// set loop duration to the one specified in the ron
audio.ambient_channels[index].set_next_track_change(track.length);
// play the file of the current tag at the current multiplier
let current_multiplier = audio.ambient_channels[index].get_multiplier();
audio.play_ambient(tag, &track.path, current_multiplier);
}
};
// remove channel if not playing
if audio.ambient_channels[index].get_multiplier() == 0.0 {
audio.ambient_channels[index].stop();
audio.ambient_channels.remove(index);
};
// move on to next tag
break;
} else {
// channel tag and current tag don't match, move on to next channel
continue;
// check if current conditions necessitate the current tag at all
let should_create: bool = match tag {
AmbientChannelTag::Wind => self.check_wind_necessity(client, camera),
AmbientChannelTag::Rain => self.check_rain_necessity(client),
};
if should_create {
// iterate through the supposed number of channels - one for each tag
for index in 0..AmbientChannelTag::iter().len() {
// if index would exceed current number of channels, create a new one with
// current tag
if index >= audio.ambient_channels.len() {
audio.new_ambient_channel(tag);
}
// update with sfx volume
audio.ambient_channels[index].set_volume(sfx_volume);
// if current channel's tag is not the current tag, move on to next channel
if audio.ambient_channels[index].get_tag() == tag {
// maintain: get the correct multiplier of whatever the tag of the current
// channel is
let target_volume =
audio.ambient_channels[index].maintain(state, client, camera);
// get multiplier of the current channel
let initial_volume = audio.ambient_channels[index].get_multiplier();
// lerp multiplier of current channel
audio.ambient_channels[index].set_multiplier(Lerp::lerp(
initial_volume,
target_volume,
0.01,
));
// set the duration of the loop to whatever the current value is (0.0 by
// default)
let next_track_change =
audio.ambient_channels[index].get_next_track_change();
// if the sound should loop at this point:
if audio.ambient_channels[index]
.get_began_playing()
.elapsed()
.as_secs_f32()
> next_track_change
{
let ambience = self.ambience.read();
let track = ambience.tracks.iter().find(|track| track.tag == tag);
// set the track's start point at this instant
audio.ambient_channels[index].set_began_playing(Instant::now());
if let Some(track) = track {
// set loop duration to the one specified in the ron
audio.ambient_channels[index].set_next_track_change(track.length);
// play the file of the current tag at the current multiplier
let current_multiplier =
audio.ambient_channels[index].get_multiplier();
audio.play_ambient(tag, &track.path, current_multiplier);
}
};
// remove channel if not playing
if audio.ambient_channels[index].get_multiplier() == 0.0 {
audio.ambient_channels[index].stop();
audio.ambient_channels.remove(index);
};
// move on to next tag
break;
} else {
// channel tag and current tag don't match, move on to next channel
continue;
}
}
} else {
// no need to run code at all, move on to the next tag
continue;
}
}
}
fn check_wind_necessity(&mut self, client: &Client, camera: &Camera) -> bool {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
// Wind volume increases with altitude
let alt_multiplier = (cam_pos.z / 1200.0).abs();
// Tree density factors into wind volume. The more trees,
// the lower wind volume. The trees make more of an impact
// the closer the camera is to the ground.
let tree_multiplier =
((1.0 - tree_density) + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2)).min(1.0);
return alt_multiplier * tree_multiplier > 0.0;
}
fn check_rain_necessity(&mut self, client: &Client) -> bool {
client.current_weather().rain * 5.0 > 0.0
}
}
impl AmbientChannel {

View File

@ -1070,17 +1070,23 @@ impl Scene {
self.figure_mgr.clean(scene_data.tick);
// Maintain audio
self.sfx_mgr.maintain(
audio,
scene_data.state,
scene_data.player_entity,
&self.camera,
&self.terrain,
client,
);
self.music_mgr.maintain(audio, scene_data.state, client);
self.ambient_mgr
.maintain(audio, scene_data.state, client, &self.camera);
if audio.sfx_enabled() {
self.sfx_mgr.maintain(
audio,
scene_data.state,
scene_data.player_entity,
&self.camera,
&self.terrain,
client,
);
self.ambient_mgr
.maintain(audio, scene_data.state, client, &self.camera);
}
if audio.music_enabled() {
self.music_mgr.maintain(audio, scene_data.state, client);
}
// self.ambient_wind_mgr
// .maintain(audio, scene_data.state, client, &self.camera);
// self.ambient_rain_mgr