bgm chain mixing
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@@ -2,16 +2,31 @@
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#include "AutoKeysounds.h"
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#include "GameState.h"
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#include "song.h"
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#include "RageSoundReader_Chain.h"
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#include "RageSoundManager.h"
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#include "RageLog.h"
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void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
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{
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m_ndAutoKeysoundsOnly[pn] = ndAutoKeysoundsOnly;
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}
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void AutoKeysounds::FinishLoading()
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{
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m_sSound.Unload();
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/* Load the BGM. */
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RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
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Song* pSong = GAMESTATE->m_pCurSong;
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pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) );
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pChain->AddSound( pSong->GetMusicPath(), 0, 0 );
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//
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// Load sounds.
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//
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Song* pSong = GAMESTATE->m_pCurSong;
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CString sSongDir = pSong->GetSongDir();
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/*
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m_vKeysounds.clear();
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m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
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for( unsigned i=0; i<m_vKeysounds.size(); i++ )
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@@ -19,7 +34,76 @@ void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
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CString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
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RageSound& sound = m_vKeysounds[i];
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sound.Load( sKeysoundFilePath );
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}
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*/
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/*
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* Add all current autoplay sounds in both players to the chain. If a sound is
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* common to both players, don't pan it; otherwise pan it to that player's side.
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*/
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int iNumTracks = m_ndAutoKeysoundsOnly[GAMESTATE->m_MasterPlayerNumber].GetNumTracks();
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for( int t = 0; t < iNumTracks; t++ )
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{
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int iRow = 0;
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while(1)
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{
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/* Find the next row that either player has a note on. */
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int iNextRow = 999999999;
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FOREACH_EnabledPlayer(pn)
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{
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int iNextRowForPlayer = iRow;
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if( m_ndAutoKeysoundsOnly[pn].GetNextTapNoteRowForTrack( t, iNextRowForPlayer ) )
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iNextRow = min( iNextRow, iNextRowForPlayer );
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}
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if( iNextRow == 999999999 )
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break;
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iRow = iNextRow;
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TapNote tn[NUM_PLAYERS];
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FOREACH_EnabledPlayer(pn)
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tn[pn] = m_ndAutoKeysoundsOnly[pn].GetTapNote( t, iRow );
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/* Do all enabled players have the same note here? (Having no note at all
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* counts as having a different note.) */
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bool bSoundIsGlobal = true;
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{
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PlayerNumber pn = GetNextEnabledPlayer((PlayerNumber)-1);
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const TapNote t = tn[pn];
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pn = GetNextEnabledPlayer(pn);
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while( pn != PLAYER_INVALID )
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{
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if( tn[pn].type != TapNote::autoKeysound || tn[pn].bKeysound != t.bKeysound )
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bSoundIsGlobal = false;
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pn = GetNextEnabledPlayer(pn);
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}
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}
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FOREACH_EnabledPlayer(pn)
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{
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if( tn[pn] == TAP_EMPTY )
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continue;
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ASSERT( tn[pn].type == TapNote::autoKeysound );
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if( tn[pn].bKeysound )
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{
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CString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
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float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(iRow) );
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float fPan = 0;
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if( !bSoundIsGlobal )
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fPan = (pn == PLAYER_1)? -1.0f:+1.0f;
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pChain->AddSound( sKeysoundFilePath, fSeconds, fPan );
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}
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}
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}
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}
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pChain->Finish();
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m_sSound.LoadSoundReader( pChain );
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}
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void AutoKeysounds::Update( float fDelta )
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@@ -27,6 +111,7 @@ void AutoKeysounds::Update( float fDelta )
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//
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// Play keysounds for crossed rows.
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//
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/*
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bool bCrossedABeat = false;
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{
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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@@ -59,6 +144,7 @@ void AutoKeysounds::Update( float fDelta )
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iRowLastCrossed = iRowNow;
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}
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*/
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}
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/*
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