//! 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), //! 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, SitesKind}, }; use rand::{prelude::SliceRandom, thread_rng, 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: f32, /// Whether this track should play during day or night timing: Option, biomes: Vec<(BiomeKind, u8)>, site: 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, } /// Determines whether the sound is stopped, playing, or fading #[derive(Debug, Deserialize, PartialEq)] enum PlayState { Playing, Stopped, FadingOut, FadingIn, } /// Provides methods to control music playback pub struct MusicMgr { soundtrack: SoundtrackCollection, began_playing: Instant, next_track_change: f32, /// 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, client: &Client) { 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!("temp: {}", current_chunk.meta().temp()); println!("tree_density: {}", current_chunk.meta().tree_density()); println!("humidity: {}", current_chunk.meta().humidity()); println!("cave_alt: {}", current_chunk.meta().cave_alt()); //if let Some(position) = client.current_position() { // println!("player_pos: {:?}", position); } //let player_position = match client.current_position() { // Some(pos) => pos, // None => Vec3::default(), //}; //let block_position = Vec3::new( // player_position[0], // player_position[1], // player_position[2] - 1.0, //) //.map(|x| x as i32); //let block_kind = match state.get_block(block_position) { // Some(block) => block.kind(), // None => BlockKind::Air, //}; //println!("BlockKind: {:?}", block_kind); if audio.music_enabled() && !self.soundtrack.tracks.is_empty() && 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 silence_between_tracks_seconds: f32 = thread_rng().gen_range(30.0, 60.0); 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 current_site = Self::get_current_site(client); 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, } }) .filter(|track| match &track.site { Some(site) => site == ¤t_site, None => true, }) .filter(|track| { let mut result = false; if track.biomes.len() > 0 { for biome in track.biomes.iter() { if biome.0 == current_biome { result = true; } } } else { result = true; } result }) .collect::>(); let new_maybe_track = maybe_track.choose_weighted(&mut rng, |track| { let mut chance = 0; if track.biomes.len() > 0 { for biome in track.biomes.iter() { if biome.0 == current_biome { chance = biome.1; } } } else { chance = 1; } chance }); if let Ok(track) = new_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 get_current_biome(client: &Client) -> BiomeKind { match client.current_chunk() { Some(chunk) => chunk.meta().biome(), _ => BiomeKind::Void, } } fn get_current_site(client: &Client) -> SitesKind { let mut player_alt = 0.0; if let Some(position) = client.current_position() { player_alt = position[2]; } let mut cave_alt = 0.0; let mut alt = 0.0; if let Some(chunk) = client.current_chunk() { alt = chunk.meta().alt(); cave_alt = chunk.meta().cave_alt(); } if player_alt < (alt - 20.0) && cave_alt != 0.0 { SitesKind::Cave } else if player_alt < (alt - 20.0) { SitesKind::Dungeon } else { SitesKind::None } } 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() }, } } }