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270 lines
8.8 KiB
Rust
270 lines
8.8 KiB
Rust
//! Distinct audio playback channels for music and sound effects
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//!
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//! Voxygen's audio system uses a limited number of channels to play multiple
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//! sounds simultaneously. Each additional channel used decreases performance
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//! in-game, so the amount of channels utilized should be kept to a minimum.
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//!
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//! When constructing a new [`AudioFrontend`](../struct.AudioFrontend.html), two
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//! music channels are created internally (to achieve crossover fades) while the
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//! number of sfx channels are determined by the `max_sfx_channels` value
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//! defined in the client
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//! [`AudioSettings`](../../settings/struct.AudioSettings.html)
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//!
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//! When the AudioFrontend's
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//! [`play_sfx`](../struct.AudioFrontend.html#method.play_sfx)
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//! methods is called, it attempts to retrieve an SfxChannel for playback. If
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//! the channel capacity has been reached and all channels are occupied, a
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//! warning is logged, and no sound is played.
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use crate::audio::{
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fader::{FadeDirection, Fader},
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Listener,
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};
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use rodio::{OutputStreamHandle, Sample, Sink, Source, SpatialSink};
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use serde::Deserialize;
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use tracing::warn;
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use vek::*;
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#[derive(PartialEq, Clone, Copy)]
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enum ChannelState {
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Playing,
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Fading,
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Stopped,
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}
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/// Each `MusicChannel` has a `MusicChannelTag` which help us determine when we
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/// should transition between two types of in-game music. For example, we
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/// transition between `TitleMusic` and `Exploration` when a player enters the
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/// world by crossfading over a slow duration. In the future, transitions in the
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/// world such as `Exploration` -> `BossBattle` would transition more rapidly.
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#[derive(PartialEq, Clone, Copy, Hash, Eq, Deserialize)]
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pub enum MusicChannelTag {
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TitleMusic,
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Exploration,
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Combat,
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}
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/// A MusicChannel uses a non-positional audio sink designed to play music which
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/// is always heard at the player's position.
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///
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/// See also: [`Rodio::Sink`](https://docs.rs/rodio/0.11.0/rodio/struct.Sink.html)
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pub struct MusicChannel {
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tag: MusicChannelTag,
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sink: Sink,
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state: ChannelState,
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fader: Fader,
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}
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impl MusicChannel {
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pub fn new(stream: &OutputStreamHandle) -> Self {
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let new_sink = Sink::try_new(stream);
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match new_sink {
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Ok(sink) => Self {
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sink,
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tag: MusicChannelTag::TitleMusic,
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state: ChannelState::Stopped,
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fader: Fader::default(),
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},
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Err(_) => {
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warn!("Failed to create a rodio sink. May not play sounds.");
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Self {
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sink: Sink::new_idle().0,
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tag: MusicChannelTag::TitleMusic,
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state: ChannelState::Stopped,
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fader: Fader::default(),
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}
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},
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}
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}
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/// Play a music track item on this channel. If the channel has an existing
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/// track playing, the new sounds will be appended and played once they
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/// complete. Otherwise it will begin playing immediately.
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pub fn play<S>(&mut self, source: S, tag: MusicChannelTag)
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where
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S: Source + Send + 'static,
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S::Item: Sample,
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S::Item: Send,
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<S as std::iter::Iterator>::Item: std::fmt::Debug,
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{
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self.tag = tag;
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self.sink.append(source);
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self.state = if !self.fader.is_finished() {
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ChannelState::Fading
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} else {
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ChannelState::Playing
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};
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}
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/// Stop whatever is playing on a given music channel
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pub fn stop(&mut self, tag: MusicChannelTag) {
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self.tag = tag;
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self.sink.stop();
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}
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/// Set the volume of the current channel. If the channel is currently
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/// fading, the volume of the fader is updated to this value.
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pub fn set_volume(&mut self, volume: f32) {
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if !self.fader.is_finished() {
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self.fader.update_target_volume(volume);
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} else {
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self.sink.set_volume(volume);
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}
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}
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/// Set a fader for the channel. If a fader exists already, it is replaced.
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/// If the channel has not begun playing, and the fader is set to fade in,
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/// we set the volume of the channel to the initial volume of the fader so
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/// that the volumes match when playing begins.
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pub fn set_fader(&mut self, fader: Fader) {
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self.fader = fader;
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self.state = ChannelState::Fading;
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if self.state == ChannelState::Stopped && fader.direction() == FadeDirection::In {
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self.sink.set_volume(fader.get_volume());
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}
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}
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/// Returns true if either the channels sink reports itself as empty (no
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/// more sounds in the queue) or we have forcibly set the channels state to
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/// the 'Stopped' state
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pub fn is_done(&self) -> bool { self.sink.empty() || self.state == ChannelState::Stopped }
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pub fn get_tag(&self) -> MusicChannelTag { self.tag }
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/// Maintain the fader attached to this channel. If the channel is not
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/// fading, no action is taken.
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pub fn maintain(&mut self, dt: std::time::Duration) {
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if self.state == ChannelState::Fading {
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self.fader.update(dt);
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self.sink.set_volume(self.fader.get_volume());
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if self.fader.is_finished() {
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match self.fader.direction() {
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FadeDirection::Out => {
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self.state = ChannelState::Stopped;
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self.sink.stop();
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},
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FadeDirection::In => {
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self.state = ChannelState::Playing;
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},
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}
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}
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}
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}
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}
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/// AmbientChannelTags are used for non-positional sfx. Currently the only use
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/// is for wind.
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#[derive(Debug, PartialEq, Clone, Copy, Deserialize)]
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pub enum AmbientChannelTag {
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Wind,
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}
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/// A AmbientChannel uses a non-positional audio sink designed to play sounds
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/// which are always heard at the camera's position.
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pub struct AmbientChannel {
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tag: AmbientChannelTag,
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multiplier: f32,
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sink: Sink,
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}
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impl AmbientChannel {
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pub fn new(stream: &OutputStreamHandle, tag: AmbientChannelTag, multiplier: f32) -> Self {
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let new_sink = Sink::try_new(stream);
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match new_sink {
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Ok(sink) => Self {
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tag,
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multiplier,
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sink,
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},
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Err(_) => {
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warn!("Failed to create rodio sink. May not play wind sounds.");
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Self {
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tag,
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multiplier,
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sink: Sink::new_idle().0,
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}
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},
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}
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}
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pub fn play<S>(&mut self, source: S)
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where
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S: Source + Send + 'static,
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S::Item: Sample,
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S::Item: Send,
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<S as std::iter::Iterator>::Item: std::fmt::Debug,
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{
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self.sink.append(source);
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}
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pub fn stop(&mut self) { self.sink.stop(); }
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pub fn set_volume(&mut self, volume: f32) { self.sink.set_volume(volume * self.multiplier); }
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pub fn set_multiplier(&mut self, multiplier: f32) { self.multiplier = multiplier; }
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pub fn get_volume(&mut self) -> f32 { self.sink.volume() }
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pub fn get_tag(&self) -> AmbientChannelTag { self.tag }
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}
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/// An SfxChannel uses a positional audio sink, and is designed for short-lived
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/// audio which can be spatially controlled, but does not need control over
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/// playback or fading/transitions
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///
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/// See also: [`Rodio::SpatialSink`](https://docs.rs/rodio/0.11.0/rodio/struct.SpatialSink.html)
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pub struct SfxChannel {
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sink: SpatialSink,
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pub pos: Vec3<f32>,
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}
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impl SfxChannel {
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pub fn new(stream: &OutputStreamHandle) -> Self {
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Self {
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sink: SpatialSink::try_new(stream, [0.0; 3], [1.0, 0.0, 0.0], [-1.0, 0.0, 0.0])
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.unwrap(),
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pos: Vec3::zero(),
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}
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}
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pub fn play<S>(&mut self, source: S)
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where
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S: Source + Send + 'static,
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S::Item: Sample,
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S::Item: Send,
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<S as std::iter::Iterator>::Item: std::fmt::Debug,
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{
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self.sink.append(source);
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}
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/// Same as SfxChannel::play but with the source passed through
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/// a low pass filter at 300 Hz
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pub fn play_with_low_pass_filter<S>(&mut self, source: S)
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where
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S: Sized + Send + 'static,
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S: Source<Item = f32>,
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{
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let source = source.low_pass(300);
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self.sink.append(source);
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}
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pub fn set_volume(&mut self, volume: f32) { self.sink.set_volume(volume); }
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pub fn is_done(&self) -> bool { self.sink.empty() }
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pub fn set_pos(&mut self, pos: Vec3<f32>) { self.pos = pos; }
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pub fn update(&mut self, listener: &Listener) {
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const FALLOFF: f32 = 0.13;
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self.sink
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.set_emitter_position(((self.pos - listener.pos) * FALLOFF).into_array());
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self.sink
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.set_left_ear_position(listener.ear_left_rpos.into_array());
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self.sink
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.set_right_ear_position(listener.ear_right_rpos.into_array());
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}
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}
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