//! 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), //! 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 common::{assets, state::State}; 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 #[derive(Debug, Default, Deserialize)] struct SoundtrackCollection { tracks: Vec, } /// Configuration for a single music track in the soundtrack #[derive(Debug, Deserialize)] pub struct SoundtrackItem { title: String, path: String, /// Length of the track in seconds length: f64, /// Whether this track should play during day or night timing: Option, } /// Allows control over when a track should play based on in-game time of day #[derive(Debug, Deserialize, PartialEq)] enum DayPeriod { /// 8:00 AM to 7:30 PM Day, /// 7:31 PM to 6:59 AM Night, } /// Provides methods to control music playback pub struct MusicMgr { soundtrack: SoundtrackCollection, began_playing: Instant, next_track_change: f64, /// The title of the last track played. Used to prevent a track /// being played twice in a row last_track: String, } 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"), } } /// 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) { if audio.music_enabled() && !self.soundtrack.tracks.is_empty() && self.began_playing.elapsed().as_secs_f64() > self.next_track_change { self.play_random_track(audio, state); } } fn play_random_track(&mut self, audio: &mut AudioFrontend, state: &State) { const SILENCE_BETWEEN_TRACKS_SECONDS: f64 = 45.0; 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 mut rng = thread_rng(); 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 == ¤t_period_of_day, None => true, } }) .choose(&mut rng); 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; 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 load_soundtrack_items() -> SoundtrackCollection { match assets::load_file("voxygen.audio.soundtrack", &["ron"]) { Ok(file) => match ron::de::from_reader(file) { Ok(config) => config, Err(error) => { warn!( "Error parsing music config file, music will not be available: {}", format!("{:#?}", error) ); SoundtrackCollection::default() }, }, Err(error) => { warn!( "Error reading music config file, music will not be available: {}", format!("{:#?}", error) ); SoundtrackCollection::default() }, } } }