diff --git a/voxygen/src/audio/music.rs b/voxygen/src/audio/music.rs index 52e3a9ffcd..47564d85a4 100644 --- a/voxygen/src/audio/music.rs +++ b/voxygen/src/audio/music.rs @@ -55,7 +55,7 @@ use lazy_static::lazy_static; use rand::{prelude::SliceRandom, thread_rng, Rng}; use serde::Deserialize; use std::time::Instant; -use tracing::{debug, trace, warn}; +use tracing::{debug, warn}; /// Collection of all the tracks #[derive(Debug, Deserialize)] @@ -237,6 +237,9 @@ impl MusicMgr { let groups = ecs.read_component::(); let mtm = MUSIC_TRANSITION_MANIFEST.read(); if let Some(player_pos) = positions.get(player) { + // TODO: `group::ENEMY` will eventually be moved server-side with an + // alignment/faction rework, so this will need an alternative way to measure + // "in-combat-ness" let num_nearby_entities: u32 = (&entities, &positions, &healths, &groups) .join() .map(|(entity, pos, health, group)| { @@ -257,11 +260,6 @@ impl MusicMgr { } else if num_nearby_entities >= mtm.combat_nearby_low_thresh { activity_state = Combat(CombatIntensity::Low); } - trace!( - "in audio maintain: {:?} {:?}", - activity_state, - num_nearby_entities - ); } // Override combat music with explore music if the player is dead @@ -285,10 +283,9 @@ impl MusicMgr { && !self.soundtrack.read().tracks.is_empty() && (self.began_playing.elapsed().as_secs_f32() > self.next_track_change || interrupt) { - trace!( + debug!( "pre-play_random_track: {:?} {:?}", - self.last_activity, - activity + self.last_activity, activity ); if let Ok(next_activity) = self.play_random_track(audio, state, client, &activity) { self.last_activity = next_activity; @@ -323,7 +320,8 @@ impl MusicMgr { // an appropriate track for the current state, and hence the state // machine for the activity shouldn't be updated. let soundtrack = self.soundtrack.read(); - // First, filter out tracks not matching the timing, site, and biome + // First, filter out tracks not matching the timing, site, biome, and current + // activity let mut maybe_tracks = soundtrack .tracks .iter() @@ -349,35 +347,18 @@ impl MusicMgr { } result }) - .collect::>(); - // Second, filter out any tracks that don't match the current activity. - let filtered_tracks: Vec<_> = maybe_tracks - .iter() .filter(|track| &track.activity == activity) - .cloned() - .collect(); - trace!( - "maybe_len: {}, filtered len: {}", - maybe_tracks.len(), - filtered_tracks.len() - ); - if !filtered_tracks.is_empty() { - maybe_tracks = filtered_tracks; - } else { + .collect::>(); + if maybe_tracks.is_empty() { return Err(()); } - // Third, prevent playing the last track if possible (though don't return Err + // Second, prevent playing the last track if possible (though don't return Err // here, since the combat music is intended to loop) let filtered_tracks: Vec<_> = maybe_tracks .iter() .filter(|track| !track.title.eq(&self.last_track)) .cloned() .collect(); - trace!( - "maybe_len: {}, filtered len: {}", - maybe_tracks.len(), - filtered_tracks.len() - ); if !filtered_tracks.is_empty() { maybe_tracks = filtered_tracks; }