bgm chain mixing

This commit is contained in:
Glenn Maynard
2004-10-25 03:47:22 +00:00
parent 9582577d84
commit e88da4a8a1
6 changed files with 109 additions and 15 deletions
+88 -2
View File
@@ -2,16 +2,31 @@
#include "AutoKeysounds.h"
#include "GameState.h"
#include "song.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundManager.h"
#include "RageLog.h"
void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
{
m_ndAutoKeysoundsOnly[pn] = ndAutoKeysoundsOnly;
}
void AutoKeysounds::FinishLoading()
{
m_sSound.Unload();
/* Load the BGM. */
RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
Song* pSong = GAMESTATE->m_pCurSong;
pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) );
pChain->AddSound( pSong->GetMusicPath(), 0, 0 );
//
// Load sounds.
//
Song* pSong = GAMESTATE->m_pCurSong;
CString sSongDir = pSong->GetSongDir();
/*
m_vKeysounds.clear();
m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
for( unsigned i=0; i<m_vKeysounds.size(); i++ )
@@ -19,7 +34,76 @@ void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
CString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
RageSound& sound = m_vKeysounds[i];
sound.Load( sKeysoundFilePath );
}
*/
/*
* Add all current autoplay sounds in both players to the chain. If a sound is
* common to both players, don't pan it; otherwise pan it to that player's side.
*/
int iNumTracks = m_ndAutoKeysoundsOnly[GAMESTATE->m_MasterPlayerNumber].GetNumTracks();
for( int t = 0; t < iNumTracks; t++ )
{
int iRow = 0;
while(1)
{
/* Find the next row that either player has a note on. */
int iNextRow = 999999999;
FOREACH_EnabledPlayer(pn)
{
int iNextRowForPlayer = iRow;
if( m_ndAutoKeysoundsOnly[pn].GetNextTapNoteRowForTrack( t, iNextRowForPlayer ) )
iNextRow = min( iNextRow, iNextRowForPlayer );
}
if( iNextRow == 999999999 )
break;
iRow = iNextRow;
TapNote tn[NUM_PLAYERS];
FOREACH_EnabledPlayer(pn)
tn[pn] = m_ndAutoKeysoundsOnly[pn].GetTapNote( t, iRow );
/* Do all enabled players have the same note here? (Having no note at all
* counts as having a different note.) */
bool bSoundIsGlobal = true;
{
PlayerNumber pn = GetNextEnabledPlayer((PlayerNumber)-1);
const TapNote t = tn[pn];
pn = GetNextEnabledPlayer(pn);
while( pn != PLAYER_INVALID )
{
if( tn[pn].type != TapNote::autoKeysound || tn[pn].bKeysound != t.bKeysound )
bSoundIsGlobal = false;
pn = GetNextEnabledPlayer(pn);
}
}
FOREACH_EnabledPlayer(pn)
{
if( tn[pn] == TAP_EMPTY )
continue;
ASSERT( tn[pn].type == TapNote::autoKeysound );
if( tn[pn].bKeysound )
{
CString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(iRow) );
float fPan = 0;
if( !bSoundIsGlobal )
fPan = (pn == PLAYER_1)? -1.0f:+1.0f;
pChain->AddSound( sKeysoundFilePath, fSeconds, fPan );
}
}
}
}
pChain->Finish();
m_sSound.LoadSoundReader( pChain );
}
void AutoKeysounds::Update( float fDelta )
@@ -27,6 +111,7 @@ void AutoKeysounds::Update( float fDelta )
//
// Play keysounds for crossed rows.
//
/*
bool bCrossedABeat = false;
{
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
@@ -59,6 +144,7 @@ void AutoKeysounds::Update( float fDelta )
iRowLastCrossed = iRowNow;
}
*/
}
/*
+4 -1
View File
@@ -12,10 +12,13 @@ class AutoKeysounds
public:
void Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly );
void Update( float fDelta );
void FinishLoading();
RageSound *GetSound() { return &m_sSound; }
protected:
NoteData m_ndAutoKeysoundsOnly[NUM_PLAYERS];
vector<RageSound> m_vKeysounds;
RageSound m_sSound;
};
#endif
+2 -1
View File
@@ -78,7 +78,8 @@ void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
break;
case SM_GoToNextScreen:
m_soundMusic.Stop();
if( m_pSoundMusic )
m_pSoundMusic->Stop();
GAMESTATE->Reset();
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
SCREENMAN->SetNewScreen( NEXT_SCREEN );
+12 -9
View File
@@ -95,6 +95,8 @@ void ScreenGameplay::Init()
else
LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY );
m_pSoundMusic = NULL;
/* We do this ourself. */
SOUND->HandleSongTimer( false );
@@ -782,7 +784,7 @@ ScreenGameplay::~ScreenGameplay()
SAFE_DELETE( m_pInventory[p] );
}
SAFE_DELETE( m_pCombinedLifeMeter );
m_soundMusic.StopPlaying();
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
@@ -984,6 +986,9 @@ void ScreenGameplay::LoadNextSong()
GAMESTATE->m_PlayerController[p] = PC_HUMAN;
}
m_AutoKeysounds.FinishLoading();
m_pSoundMusic = m_AutoKeysounds.GetSound();
m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
/* XXX: set it to the current BPM, not the range */
@@ -1036,8 +1041,6 @@ void ScreenGameplay::LoadNextSong()
LL.LoadFromLRCFile(GAMESTATE->m_pCurSong->GetLyricsPath(), *GAMESTATE->m_pCurSong);
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath() );
/* Set up song-specific graphics. */
@@ -1143,7 +1146,7 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
//used for syncing up songs.
NSMAN->StartRequest(1);
m_soundMusic.Play( &p );
m_pSoundMusic->Play( &p );
/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
GAMESTATE->m_fMusicSeconds = -5000;
@@ -1224,11 +1227,11 @@ void ScreenGameplay::PlayAnnouncer( CString type, float fSeconds )
void ScreenGameplay::UpdateSongPosition( float fDeltaTime )
{
if( !m_soundMusic.IsPlaying() )
if( !m_pSoundMusic->IsPlaying() )
return;
RageTimer tm;
const float fSeconds = m_soundMusic.GetPositionSeconds( NULL, &tm );
const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm );
const float fAdjust = SOUND->GetFrameTimingAdjustment( fDeltaTime );
GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_Timing, tm+fAdjust );
}
@@ -1717,7 +1720,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
* We're doing #3. I'm not sure which is best.
*/
m_soundMusic.StopPlaying();
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
this->ClearMessageQueue();
@@ -2312,7 +2315,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
case SM_BeginFailed:
m_DancingState = STATE_OUTRO;
m_soundMusic.StopPlaying();
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
TweenOffScreen();
m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
@@ -2385,7 +2388,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
break;
case SM_StopMusic:
m_soundMusic.Stop();
m_pSoundMusic->Stop();
break;
}
}
+1 -1
View File
@@ -177,7 +177,7 @@ protected:
bool m_bDemonstration;
RageSound m_soundAssistTick;
RageSound m_soundMusic;
RageSound *m_pSoundMusic;
BeginnerHelper m_BeginnerHelper;
+2 -1
View File
@@ -207,7 +207,8 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
m_Out.StartTransitioning( SM_GoToNextScreen );
return;
case SM_GoToNextScreen:
m_soundMusic.Stop();
if( m_pSoundMusic )
m_pSoundMusic->Stop();
SCREENMAN->SetNewScreen( "ScreenJukebox" );
return;
}