veloren/voxygen/src/audio/music.rs
2021-06-26 12:05:40 +02:00

466 lines
16 KiB
Rust

//! 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),
//! biomes: [
//! (Forest, 1),
//! (Grassland, 2),
//! ],
//! site: None,
//! activity: Explore,
//! 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, MusicChannelTag};
use client::Client;
use common::{
assets::{self, AssetExt, AssetHandle},
terrain::{BiomeKind, SitesKind},
};
use common_state::State;
use hashbrown::HashMap;
use rand::{prelude::SliceRandom, thread_rng, Rng};
use serde::Deserialize;
use std::time::Instant;
use tracing::{debug, warn};
/// Collection of all the tracks
#[derive(Debug, Deserialize)]
struct SoundtrackCollection<T> {
/// List of tracks
tracks: Vec<T>,
}
impl<T> Default for SoundtrackCollection<T> {
fn default() -> Self { Self { tracks: Vec::new() } }
}
/// Configuration for a single music track in the soundtrack
#[derive(Clone, Debug, Deserialize)]
pub struct SoundtrackItem {
/// Song title
title: String,
/// File path to asset
path: String,
/// Length of the track in seconds
length: f32,
/// Whether this track should play during day or night
timing: Option<DayPeriod>,
/// What biomes this track should play in with chance of play
biomes: Vec<(BiomeKind, u8)>,
/// Whether this track should play in a specific site
site: Option<SitesKind>,
/// What the player is doing when the track is played (i.e. exploring,
/// combat)
music_state: MusicState,
/// What activity to override the activity state with, if any (e.g. to make
/// a long combat intro also act like the loop for the purposes of outro
/// transitions)
#[serde(default)]
activity_override: Option<MusicActivity>,
}
#[derive(Clone, Debug, Deserialize)]
enum RawSoundtrackItem {
Individual(SoundtrackItem),
Segmented {
title: String,
timing: Option<DayPeriod>,
biomes: Vec<(BiomeKind, u8)>,
site: Option<SitesKind>,
segments: Vec<(String, f32, MusicState, Option<MusicActivity>)>,
},
}
#[derive(Clone, Copy, Debug, Deserialize, PartialEq)]
enum CombatIntensity {
Low,
High,
}
#[derive(Clone, Copy, Debug, Deserialize, PartialEq)]
enum MusicActivity {
Explore,
Combat(CombatIntensity),
}
#[derive(Clone, Copy, Debug, Deserialize, PartialEq)]
enum MusicState {
Activity(MusicActivity),
Transition(MusicActivity, MusicActivity),
}
/// Allows control over when a track should play based on in-game time of day
#[derive(Clone, 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 {
/// Collection of all the tracks
soundtrack: AssetHandle<SoundtrackCollection<SoundtrackItem>>,
/// Instant at which the current track began playing
began_playing: Instant,
/// Time until the next track should be played
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,
/// Time of the last interrupt (to avoid rapid switching)
last_interrupt: Instant,
/// The previous track's activity kind, for transitions
last_activity: MusicState,
}
#[derive(Deserialize)]
pub struct MusicTransitionManifest {
/// Within what radius do enemies count towards combat music?
combat_nearby_radius: f32,
/// Each multiple of this factor that an enemy has health counts as an extra
/// enemy
combat_health_factor: u32,
/// How many nearby enemies trigger High combat music
combat_nearby_high_thresh: u32,
/// How many nearby enemies trigger Low combat music
combat_nearby_low_thresh: u32,
/// Fade in and fade out timings for transitions between channels
pub fade_timings: HashMap<(MusicChannelTag, MusicChannelTag), (f32, f32)>,
/// How many seconds between interrupt checks
pub interrupt_delay: f32,
}
impl Default for MusicTransitionManifest {
fn default() -> MusicTransitionManifest {
MusicTransitionManifest {
combat_nearby_radius: 40.0,
combat_health_factor: 1000,
combat_nearby_high_thresh: 3,
combat_nearby_low_thresh: 1,
fade_timings: HashMap::new(),
interrupt_delay: 5.0,
}
}
}
impl assets::Asset for MusicTransitionManifest {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
impl Default for MusicMgr {
fn default() -> Self {
Self {
soundtrack: Self::load_soundtrack_items(),
began_playing: Instant::now(),
next_track_change: 0.0,
last_track: String::from("None"),
last_interrupt: Instant::now(),
last_activity: MusicState::Activity(MusicActivity::Explore),
}
}
}
impl MusicMgr {
/// 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!("tree_density: {}",
// current_chunk.meta().tree_density());
// let current_site = client.current_site();
// println!("{:?}", current_site);
//if let Some(position) = client.current::<comp::Pos>() {
// player_alt = position.0.z;
//}
use common::comp::{group::ENEMY, Group, Health, Pos};
use specs::{Join, WorldExt};
let mut activity_state = MusicActivity::Explore;
let player = client.entity();
let ecs = state.ecs();
let entities = ecs.entities();
let positions = ecs.read_component::<Pos>();
let healths = ecs.read_component::<Health>();
let groups = ecs.read_component::<Group>();
let mtm = audio.mtm.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)| {
if entity != player
&& group == &ENEMY
&& (player_pos.0 - pos.0).magnitude_squared()
< mtm.combat_nearby_radius.powf(2.0)
{
(health.maximum() / mtm.combat_health_factor).max(1)
} else {
0
}
})
.sum();
if num_nearby_entities >= mtm.combat_nearby_high_thresh {
activity_state = MusicActivity::Combat(CombatIntensity::High);
} else if num_nearby_entities >= mtm.combat_nearby_low_thresh {
activity_state = MusicActivity::Combat(CombatIntensity::Low);
}
}
// Override combat music with explore music if the player is dead
if let Some(health) = healths.get(player) {
if health.is_dead {
activity_state = MusicActivity::Explore;
}
}
let music_state = match self.last_activity {
MusicState::Activity(prev) => {
if prev != activity_state {
MusicState::Transition(prev, activity_state)
} else {
MusicState::Activity(activity_state)
}
},
MusicState::Transition(_, next) => MusicState::Activity(next),
};
let interrupt = matches!(music_state, MusicState::Transition(_, _))
&& self.last_interrupt.elapsed().as_secs_f32() > mtm.interrupt_delay;
if audio.music_enabled()
&& !self.soundtrack.read().tracks.is_empty()
&& (self.began_playing.elapsed().as_secs_f32() > self.next_track_change || interrupt)
{
if interrupt {
self.last_interrupt = Instant::now();
}
debug!(
"pre-play_random_track: {:?} {:?}",
self.last_activity, music_state
);
if let Ok(next_activity) = self.play_random_track(audio, state, client, &music_state) {
self.last_activity = next_activity;
}
}
}
fn play_random_track(
&mut self,
audio: &mut AudioFrontend,
state: &State,
client: &Client,
music_state: &MusicState,
) -> Result<MusicState, ()> {
let mut rng = thread_rng();
// Adds a bit of randomness between plays
let silence_between_tracks_seconds: f32 =
if matches!(music_state, MusicState::Activity(MusicActivity::Explore)) {
rng.gen_range(90.0..180.0)
} else {
0.0
};
let is_dark = (state.get_day_period().is_dark()) as bool;
let current_period_of_day = Self::get_current_day_period(is_dark);
let current_biome = client.current_biome();
let current_site = client.current_site();
// Filter the soundtrack in stages, so that we don't overprune it if there are
// too many constraints. Returning Err(()) signals that we couldn't find
// 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, biome, and current
// activity
let mut maybe_tracks = soundtrack
.tracks
.iter()
.filter(|track| {
(match &track.timing {
Some(period_of_day) => period_of_day == &current_period_of_day,
None => true,
}) && match &track.site {
Some(site) => site == &current_site,
None => true,
}
})
.filter(|track| {
track.biomes.is_empty() || track.biomes.iter().any(|b| b.0 == current_biome)
})
.filter(|track| &track.music_state == music_state)
.collect::<Vec<&SoundtrackItem>>();
if maybe_tracks.is_empty() {
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))
.copied()
.collect();
if !filtered_tracks.is_empty() {
maybe_tracks = filtered_tracks;
}
// Randomly selects a track from the remaining tracks weighted based
// on the biome
let new_maybe_track = maybe_tracks.choose_weighted(&mut rng, |track| {
// If no biome is listed, the song is still added to the
// rotation to allow for site specific songs to play
// in any biome
track
.biomes
.iter()
.find(|b| b.0 == current_biome)
.map_or(1, |b| b.1)
});
debug!(
"selecting new track for {:?}: {:?}",
music_state, new_maybe_track
);
if let Ok(track) = new_maybe_track {
//println!("Now playing {:?}", track.title);
self.last_track = String::from(&track.title);
self.began_playing = Instant::now();
self.next_track_change = track.length + silence_between_tracks_seconds;
let tag = if matches!(music_state, MusicState::Activity(MusicActivity::Explore)) {
MusicChannelTag::Exploration
} else {
MusicChannelTag::Combat
};
audio.play_music(&track.path, tag);
if let Some(state) = track.activity_override {
Ok(MusicState::Activity(state))
} else {
Ok(*music_state)
}
} else {
Err(())
}
}
fn get_current_day_period(is_dark: bool) -> DayPeriod {
if is_dark {
DayPeriod::Night
} else {
DayPeriod::Day
}
}
fn load_soundtrack_items() -> AssetHandle<SoundtrackCollection<SoundtrackItem>> {
// Cannot fail: A default value is always provided
SoundtrackCollection::load_expect("voxygen.audio.soundtrack")
}
}
impl assets::Asset for SoundtrackCollection<RawSoundtrackItem> {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
impl assets::Compound for SoundtrackCollection<SoundtrackItem> {
fn load<S: assets::source::Source>(
_: &assets::AssetCache<S>,
id: &str,
) -> Result<Self, assets::Error> {
let inner = || -> Result<_, assets::Error> {
let manifest: AssetHandle<SoundtrackCollection<RawSoundtrackItem>> =
AssetExt::load(id)?;
let mut soundtracks = SoundtrackCollection::default();
for item in manifest.read().tracks.iter().cloned() {
match item {
RawSoundtrackItem::Individual(track) => soundtracks.tracks.push(track),
RawSoundtrackItem::Segmented {
title,
timing,
biomes,
site,
segments,
} => {
for (path, length, music_state, activity_override) in segments.into_iter() {
soundtracks.tracks.push(SoundtrackItem {
title: title.clone(),
path,
length,
timing: timing.clone(),
biomes: biomes.clone(),
site,
music_state,
activity_override,
});
}
},
}
}
Ok(soundtracks)
};
match inner() {
Ok(soundtracks) => Ok(soundtracks),
Err(e) => {
warn!("Error loading soundtracks: {:?}", e);
Ok(SoundtrackCollection::default())
},
}
}
}