Files
itgmania212121/stepmania/src/RageSounds.cpp
T
2003-12-18 21:06:39 +00:00

309 lines
8.7 KiB
C++

#include "global.h"
#include "RageSoundManager.h"
#include "RageSounds.h"
#include "RageSound.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "GameState.h"
#include "TimingData.h"
#include "MsdFile.h"
#include "NotesLoaderSM.h"
RageSounds *SOUND = NULL;
/*
* When playing music, automatically search for an SM file for timing data. If one is
* found, automatically handle GAMESTATE->m_fSongBeat, etc.
*
* modf(GAMESTATE->m_fSongBeat) should always be continuously moving from 0 to 1. To do
* this, wait before starting a sound until the fractional portion of the beat will be
* the same.
*
* If PlayMusic(length_sec) is set, peek at the beat, and extend the length so we'll be
* on an integral beat 0 when we loop. (XXX: should we increase fade_len, too?
* That would cause the extra pad time to be silence.)
*/
static RageSound *g_Music;
static TimingData g_Timing;
static float g_FirstSecond;
static bool g_HasTiming;
static bool g_UpdatingTimer;
struct MusicToPlay
{
CString file;
TimingData timing;
bool HasTiming;
CString timing_file;
bool force_loop;
float start_sec, length_sec, fade_len;
};
static MusicToPlay g_MusicToPlay;
RageSounds::RageSounds()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
g_Music = new RageSound;
g_Timing = TimingData();
g_HasTiming = false;
g_UpdatingTimer = false;
g_FirstSecond = -1;
g_Timing.AddBPMSegment( BPMSegment(0,120) );
}
RageSounds::~RageSounds()
{
delete g_Music;
}
void StartQueuedMusic()
{
if( g_MusicToPlay.file.size() == 0 )
return; /* nothing to do */
/* Go. */
LOG->Trace("Start sound \"%s\"", g_MusicToPlay.file.c_str() );
g_HasTiming = g_MusicToPlay.HasTiming;
g_FirstSecond = g_MusicToPlay.start_sec;
g_Music->Load( g_MusicToPlay.file, false );
if( g_MusicToPlay.force_loop )
g_Music->SetStopMode( RageSound::M_LOOP );
if( g_MusicToPlay.start_sec == -1 )
g_Music->SetStartSeconds();
else
g_Music->SetStartSeconds( g_MusicToPlay.start_sec );
if( g_MusicToPlay.length_sec == -1 )
g_Music->SetLengthSeconds();
else
g_Music->SetLengthSeconds( g_MusicToPlay.length_sec );
g_Music->SetFadeLength( g_MusicToPlay.fade_len );
g_Music->SetPositionSeconds();
g_Music->StartPlaying();
g_MusicToPlay.file = ""; /* done */
}
/* If we have a music file queued, try to start it. If we're doing a beat update,
* fOldBeat is the beat before the update and fNewBeat is the beat after the update;
* we'll only start the sound if the fractional part of the beat we'll be moving to
* lies between them. */
bool TryToStartQueuedMusic( float fOldSeconds, float fNewSeconds )
{
if( g_MusicToPlay.file.size() == 0 )
return false; /* nothing to do */
if( g_UpdatingTimer )
{
fOldSeconds += SOUND->GetPlayLatency();
fNewSeconds += SOUND->GetPlayLatency();
const float fOldBeat = g_Timing.GetBeatFromElapsedTime( fOldSeconds );
const float fNewBeat = g_Timing.GetBeatFromElapsedTime( fNewSeconds );
float fOldBeatFraction = fmodfp( fOldBeat,1 );
float fNewBeatFraction = fmodfp( fNewBeat,1 );
/* The beat that the new sound will start on. See if this lies within the beat
* range of this update. */
float fStartBeatFraction = fmodfp( g_MusicToPlay.timing.GetBeatFromElapsedTime(g_MusicToPlay.start_sec), 1 );
if( fNewBeatFraction < fOldBeatFraction )
fNewBeatFraction += 1.0f; /* unwrap */
if( fStartBeatFraction < fOldBeatFraction )
fStartBeatFraction += 1.0f; /* unwrap */
if( !( fOldBeatFraction <= fStartBeatFraction && fStartBeatFraction <= fNewBeatFraction ) )
return false;
}
StartQueuedMusic();
return true;
}
/* maybe, instead of delaying the start, keep using the old time and tween to the new one? */
void RageSounds::Update( float fDeltaTime )
{
const float fOldSeconds = GAMESTATE->m_fMusicSeconds;
if( g_UpdatingTimer )
{
if( g_Music->IsPlaying() )
{
/* With some sound drivers, there's a delay between us calling Play() and
* the sound actually playing. During this time, timestamps are approximated,
* and will be less than the start position we gave. We don't want to use
* those, since the beat won't necessarily line up.
*
* Look at fSeconds; if it's less than the position we gave, it's approximate;
* keep using the previous timing data. */
const float fSeconds = g_Music->GetPositionSeconds();
if( g_FirstSecond != -1 && fSeconds >= g_FirstSecond )
{
/* We've passed the start position of the new sound, so we should be OK.
* Load up the new timing data. */
g_Timing = g_MusicToPlay.timing;
g_FirstSecond = -1;
}
if( g_FirstSecond != -1 )
{
/* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
}
else
GAMESTATE->UpdateSongPosition( fSeconds, g_Timing );
}
else
{
/* There's no song playing. Fake it. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
}
}
/* If we have a sound queued to play, try to start it. */
if( TryToStartQueuedMusic( fOldSeconds, GAMESTATE->m_fMusicSeconds ) )
{
/* New music started. Re-update. */
Update( 0 );
}
}
CString RageSounds::GetMusicPath() const
{
return g_Music->GetLoadedFilePath();
}
void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len )
{
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Music->GetLoadedFilePath().c_str());
if( g_Music->IsPlaying() )
{
if( !g_Music->GetLoadedFilePath().CompareNoCase(file) )
return; // do nothing
g_Music->StopPlaying();
}
g_Music->Unload();
g_MusicToPlay.file = file;
g_MusicToPlay.timing_file = timing_file;
g_MusicToPlay.force_loop = force_loop;
g_MusicToPlay.start_sec = start_sec;
g_MusicToPlay.length_sec = length_sec;
g_MusicToPlay.fade_len = fade_len;
/* If file is blank, just stop. */
if( file.empty() )
return;
/* If no timing file was specified, look for one in the same place as the music file. */
CString real_timing_file = timing_file;
if( real_timing_file == "" )
real_timing_file = SetExtension( file, "sm" );
/* See if we can find timing data. */
g_MusicToPlay.HasTiming = false;
g_MusicToPlay.timing = TimingData();
if( IsAFile(real_timing_file) )
{
LOG->Trace("Found '%s'", real_timing_file.c_str());
MsdFile msd;
bool bResult = msd.ReadFile( real_timing_file );
if( !bResult )
LOG->Warn( "Couldn't load %s", real_timing_file.c_str(), msd.GetError().c_str() );
else
{
SMLoader::LoadTimingFromSMFile( msd, g_MusicToPlay.timing );
g_MusicToPlay.HasTiming = true;
}
}
if( g_MusicToPlay.HasTiming && force_loop )
{
float fStartBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( g_MusicToPlay.start_sec );
float fEndSec = start_sec + length_sec;
float fEndBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( fEndSec );
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
const float fEndBeatFraction = fmodfp( fEndBeat, 1 );
float fBeatDifference = fStartBeatFraction - fEndBeatFraction;
if( fBeatDifference < 0 )
fBeatDifference += 1.0f; /* unwrap */
fEndBeat += fBeatDifference;
float fRealEndSec = g_MusicToPlay.timing.GetElapsedTimeFromBeat( fEndBeat );
g_MusicToPlay.length_sec = fRealEndSec - g_MusicToPlay.start_sec;
}
bool StartImmediately = false;
if( !g_MusicToPlay.HasTiming )
{
/* This song has no real timing data. Fake m_fSongBeat as a 120 BPM song,
* and don't do any forced-waiting for future songs. */
g_MusicToPlay.timing.AddBPMSegment( BPMSegment(0,120) );
/* The offset is arbitrary. Change it so the beat will line up to where we are
* now, so we don't have to delay. */
float fDestBeat = fmodfp( GAMESTATE->m_fSongBeat, 1 );
float fTime = g_MusicToPlay.timing.GetElapsedTimeFromBeat( fDestBeat );
g_MusicToPlay.timing.m_fBeat0OffsetInSeconds = fTime;
StartImmediately = true;
}
/* If we have an active timer, try to start on the next update. Otherwise,
* start now. */
if( !g_HasTiming && !g_UpdatingTimer )
StartImmediately = true;
if( StartImmediately )
StartQueuedMusic();
if( g_MusicToPlay.file != "" )
LOG->Trace("Queued sound \"%s\"", g_MusicToPlay.file.c_str() );
}
void RageSounds::HandleSongTimer( bool on )
{
g_UpdatingTimer = on;
}
void RageSounds::PlayOnce( CString sPath )
{
SOUNDMAN->PlayOnce( sPath );
}
void RageSounds::PlayOnceFromDir( CString PlayOnceFromDir )
{
SOUNDMAN->PlayOnceFromDir( PlayOnceFromDir );
}
float RageSounds::GetPlayLatency() const
{
return SOUNDMAN->GetPlayLatency();
}
/*
-----------------------------------------------------------------------------
Copyright (c) 2002-2003 by the person(s) listed below. All rights reserved.
Glenn Maynard
-----------------------------------------------------------------------------
*/