Files
itgmania212121/src/GameSoundManager.cpp
T
Martin Natano b68ca517e6 Clean up math functions
- Remove checking for standard functions from the build system
- Prefix all invocations with std::
- Replace suffixed functions with unprefixed versions
- Include <cmath> in all files that use it and remove the global include

e.g. floorf(x) -> std::floor(x)
2023-04-19 19:31:40 +02:00

943 lines
28 KiB
C++

#include "global.h"
#include "RageSoundManager.h"
#include "GameSoundManager.h"
#include "RageSound.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "GameState.h"
#include "TimingData.h"
#include "NotesLoaderSSC.h"
#include "NotesLoaderSM.h"
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "AnnouncerManager.h"
#include "NoteData.h"
#include "Song.h"
#include "Steps.h"
#include "LightsManager.h"
#include "SongUtil.h"
#include "LuaManager.h"
#include "arch/Sound/RageSoundDriver.h"
#include <cmath>
GameSoundManager *SOUND = nullptr;
/*
* When playing music, automatically search for an SM file for timing data. If one is
* found, automatically handle GAMESTATE->m_fSongBeat, etc.
*
* std::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(fLengthSeconds) is set, peek at the beat, and extend the length so we'll be
* on the same fractional beat when we loop.
*/
/* Lock this before touching g_UpdatingTimer or g_Playing. */
static RageEvent *g_Mutex;
static bool g_UpdatingTimer;
static bool g_Shutdown;
static bool g_bFlushing = false;
enum FadeState { FADE_NONE, FADE_OUT, FADE_WAIT, FADE_IN };
static FadeState g_FadeState = FADE_NONE;
static float g_fDimVolume = 1.0f;
static float g_fOriginalVolume = 1.0f;
static float g_fDimDurationRemaining = 0.0f;
static bool g_bWasPlayingOnLastUpdate = false;
struct MusicPlaying
{
bool m_bTimingDelayed;
bool m_bHasTiming;
bool m_bApplyMusicRate;
// The timing data that we're currently using.
TimingData m_Timing;
NoteData m_Lights;
/* If m_bTimingDelayed is true, this will be the timing data for the
* song that's starting. We'll copy it to m_Timing once sound is heard. */
TimingData m_NewTiming;
RageSound *m_Music;
MusicPlaying( RageSound *Music )
{
m_Timing.AddSegment( BPMSegment(0,120) );
m_NewTiming.AddSegment( BPMSegment(0,120) );
m_bHasTiming = false;
m_bTimingDelayed = false;
m_bApplyMusicRate = false;
m_Music = Music;
}
~MusicPlaying()
{
delete m_Music;
}
};
static MusicPlaying *g_Playing;
static RageThread MusicThread;
std::vector<RString> g_SoundsToPlayOnce;
std::vector<RString> g_SoundsToPlayOnceFromDir;
std::vector<RString> g_SoundsToPlayOnceFromAnnouncer;
// This should get updated to unordered_map when once C++11 is supported
std::map<RString, std::vector<int>> g_DirSoundOrder;
struct MusicToPlay
{
RString m_sFile, m_sTimingFile;
bool HasTiming;
TimingData m_TimingData;
NoteData m_LightsData;
bool bForceLoop;
float fStartSecond, fLengthSeconds, fFadeInLengthSeconds, fFadeOutLengthSeconds;
bool bAlignBeat, bApplyMusicRate;
MusicToPlay()
{
HasTiming = false;
}
};
std::vector<MusicToPlay> g_MusicsToPlay;
static GameSoundManager::PlayMusicParams g_FallbackMusicParams;
static void StartMusic( MusicToPlay &ToPlay )
{
LockMutex L( *g_Mutex );
if( g_Playing->m_Music->IsPlaying() && g_Playing->m_Music->GetLoadedFilePath().EqualsNoCase(ToPlay.m_sFile) )
return;
/* We're changing or stopping the music. If we were dimming, reset. */
g_FadeState = FADE_NONE;
if( ToPlay.m_sFile.empty() )
{
/* StopPlaying() can take a while, so don't hold the lock while we stop the sound.
* Be sure to leave the rest of g_Playing in place. */
RageSound *pOldSound = g_Playing->m_Music;
g_Playing->m_Music = new RageSound;
L.Unlock();
delete pOldSound;
return;
}
/* Unlock, load the sound here, and relock. Loading may take a while if we're
* reading from CD and we have to seek far, which can throw off the timing below. */
MusicPlaying *NewMusic;
{
g_Mutex->Unlock();
RageSound *pSound = new RageSound;
RageSoundLoadParams params;
params.m_bSupportRateChanging = ToPlay.bApplyMusicRate;
pSound->Load( ToPlay.m_sFile, false, &params );
g_Mutex->Lock();
NewMusic = new MusicPlaying( pSound );
}
NewMusic->m_Timing = g_Playing->m_Timing;
NewMusic->m_Lights = g_Playing->m_Lights;
/* See if we can find timing data, if it's not already loaded. */
if( !ToPlay.HasTiming && IsAFile(ToPlay.m_sTimingFile) )
{
LOG->Trace( "Found '%s'", ToPlay.m_sTimingFile.c_str() );
Song song;
SSCLoader loaderSSC;
SMLoader loaderSM;
if(GetExtension(ToPlay.m_sTimingFile) == ".ssc" &&
loaderSSC.LoadFromSimfile(ToPlay.m_sTimingFile, song) )
{
ToPlay.HasTiming = true;
ToPlay.m_TimingData = song.m_SongTiming;
// get cabinet lights if any
Steps *pStepsCabinetLights = SongUtil::GetOneSteps( &song, StepsType_lights_cabinet );
if( pStepsCabinetLights )
pStepsCabinetLights->GetNoteData( ToPlay.m_LightsData );
}
else if(GetExtension(ToPlay.m_sTimingFile) == ".sm" &&
loaderSM.LoadFromSimfile(ToPlay.m_sTimingFile, song) )
{
ToPlay.HasTiming = true;
ToPlay.m_TimingData = song.m_SongTiming;
// get cabinet lights if any
Steps *pStepsCabinetLights = SongUtil::GetOneSteps( &song, StepsType_lights_cabinet );
if( pStepsCabinetLights )
pStepsCabinetLights->GetNoteData( ToPlay.m_LightsData );
}
}
if( ToPlay.HasTiming )
{
NewMusic->m_NewTiming = ToPlay.m_TimingData;
NewMusic->m_Lights = ToPlay.m_LightsData;
}
if( ToPlay.bAlignBeat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 )
{
/* Extend the loop period so it always starts and ends on the same fractional
* beat. That is, if it starts on beat 1.5, and ends on beat 10.2, extend it
* to end on beat 10.5. This way, effects always loop cleanly. */
float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.fStartSecond );
float fEndSec = ToPlay.fStartSecond + ToPlay.fLengthSeconds;
float fEndBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( 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;
const float fRealEndSec = NewMusic->m_NewTiming.GetElapsedTimeFromBeatNoOffset( fEndBeat );
const float fNewLengthSec = fRealEndSec - ToPlay.fStartSecond;
/* Extend fFadeOutLengthSeconds, so the added time is faded out. */
ToPlay.fFadeOutLengthSeconds += fNewLengthSec - ToPlay.fLengthSeconds;
ToPlay.fLengthSeconds = fNewLengthSec;
}
bool StartImmediately = false;
if( !ToPlay.HasTiming )
{
/* This song has no real timing data. 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_Position.m_fSongBeatNoOffset, 1 );
float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeatNoOffset( fDestBeat );
NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime;
StartImmediately = true;
}
/* If we have an active timer, try to start on the next update. Otherwise,
* start now. */
if( !g_Playing->m_bHasTiming && !g_UpdatingTimer )
StartImmediately = true;
if( !ToPlay.bAlignBeat )
StartImmediately = true;
RageTimer when; /* zero */
if( !StartImmediately )
{
/* GetPlayLatency returns the minimum time until a sound starts. That's
* common when starting a precached sound, but our sound isn't, so it'll
* probably take a little longer. Nudge the latency up. */
const float fPresumedLatency = SOUNDMAN->GetPlayLatency() + 0.040f;
const float fCurSecond = GAMESTATE->m_Position.m_fMusicSeconds + fPresumedLatency;
const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond );
/* The beat that the new sound will start on. */
const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.fStartSecond );
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
float fCurBeatToStartOn = std::trunc(fCurBeat) + fStartBeatFraction;
if( fCurBeatToStartOn < fCurBeat )
fCurBeatToStartOn += 1.0f;
const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeatNoOffset( fCurBeatToStartOn );
const float fMaximumDistance = 2;
const float fDistance = std::min( fSecondToStartOn - GAMESTATE->m_Position.m_fMusicSeconds, fMaximumDistance );
when = GAMESTATE->m_Position.m_LastBeatUpdate + fDistance;
}
/* Important: don't hold the mutex while we load and seek the actual sound. */
L.Unlock();
{
NewMusic->m_bHasTiming = ToPlay.HasTiming;
if( ToPlay.HasTiming )
NewMusic->m_NewTiming = ToPlay.m_TimingData;
NewMusic->m_bTimingDelayed = true;
NewMusic->m_bApplyMusicRate = ToPlay.bApplyMusicRate;
// NewMusic->m_Music->Load( ToPlay.m_sFile, false );
RageSoundParams p;
p.m_StartSecond = ToPlay.fStartSecond;
p.m_LengthSeconds = ToPlay.fLengthSeconds;
p.m_fFadeInSeconds = ToPlay.fFadeInLengthSeconds;
p.m_fFadeOutSeconds = ToPlay.fFadeOutLengthSeconds;
p.m_StartTime = when;
if( ToPlay.bForceLoop )
p.StopMode = RageSoundParams::M_LOOP;
NewMusic->m_Music->SetParams( p );
NewMusic->m_Music->StartPlaying();
}
LockMut( *g_Mutex );
delete g_Playing;
g_Playing = NewMusic;
}
static void DoPlayOnce( RString sPath )
{
/* We want this to start quickly, so don't try to prebuffer it. */
RageSound *pSound = new RageSound;
pSound->Load( sPath, false );
pSound->Play(false);
pSound->DeleteSelfWhenFinishedPlaying();
}
static void DoPlayOnceFromDir( RString sPath )
{
if( sPath == "" )
return;
// make sure there's a slash at the end of this path
if( sPath.Right(1) != "/" )
sPath += "/";
std::vector<RString> arraySoundFiles;
GetDirListing( sPath + "*.mp3", arraySoundFiles );
GetDirListing( sPath + "*.wav", arraySoundFiles );
GetDirListing( sPath + "*.ogg", arraySoundFiles );
GetDirListing( sPath + "*.oga", arraySoundFiles );
if( arraySoundFiles.empty() )
{
return;
}
else if (arraySoundFiles.size() == 1)
{
DoPlayOnce( sPath + arraySoundFiles[0] );
return;
}
g_Mutex->Lock();
std::vector<int> &order = g_DirSoundOrder.insert({sPath, std::vector<int>()}).first->second;
// If order is exhausted, repopulate and reshuffle
if (order.size() == 0)
{
for (int i = 0; i < (int)arraySoundFiles.size(); ++i)
{
order.push_back(i);
}
std::shuffle( order.begin(), order.end(), g_RandomNumberGenerator );
}
int index = order.back();
order.pop_back();
g_Mutex->Unlock();
DoPlayOnce( sPath + arraySoundFiles[index] );
}
static bool SoundWaiting()
{
return !g_SoundsToPlayOnce.empty() ||
!g_SoundsToPlayOnceFromDir.empty() ||
!g_SoundsToPlayOnceFromAnnouncer.empty() ||
!g_MusicsToPlay.empty();
}
static void StartQueuedSounds()
{
g_Mutex->Lock();
std::vector<RString> aSoundsToPlayOnce = g_SoundsToPlayOnce;
g_SoundsToPlayOnce.clear();
std::vector<RString> aSoundsToPlayOnceFromDir = g_SoundsToPlayOnceFromDir;
g_SoundsToPlayOnceFromDir.clear();
std::vector<RString> aSoundsToPlayOnceFromAnnouncer = g_SoundsToPlayOnceFromAnnouncer;
g_SoundsToPlayOnceFromAnnouncer.clear();
std::vector<MusicToPlay> aMusicsToPlay = g_MusicsToPlay;
g_MusicsToPlay.clear();
g_Mutex->Unlock();
for( unsigned i = 0; i < aSoundsToPlayOnce.size(); ++i )
if( aSoundsToPlayOnce[i] != "" )
DoPlayOnce( aSoundsToPlayOnce[i] );
for( unsigned i = 0; i < aSoundsToPlayOnceFromDir.size(); ++i )
DoPlayOnceFromDir( aSoundsToPlayOnceFromDir[i] );
for( unsigned i = 0; i < aSoundsToPlayOnceFromAnnouncer.size(); ++i )
{
RString sPath = aSoundsToPlayOnceFromAnnouncer[i];
if( sPath != "" )
{
sPath = ANNOUNCER->GetPathTo( sPath );
DoPlayOnceFromDir( sPath );
}
}
for( unsigned i = 0; i < aMusicsToPlay.size(); ++i )
{
/* Don't bother starting this music if there's another one in the queue after it. */
/* Actually, it's a little trickier: the editor gives us a stop and then a sound in
* quick succession; if we ignore the stop, we won't rewind the sound if it was
* already playing. We don't want to waste time loading a sound if it's going
* to be replaced immediately, though. So, if we have more music in the queue,
* then forcibly stop the current sound. */
if( i+1 == aMusicsToPlay.size() )
StartMusic( aMusicsToPlay[i] );
else
{
CHECKPOINT_M( ssprintf("Removing old sound at index %d", i));
/* StopPlaying() can take a while, so don't hold the lock while we stop the sound. */
g_Mutex->Lock();
RageSound *pOldSound = g_Playing->m_Music;
g_Playing->m_Music = new RageSound;
g_Mutex->Unlock();
delete pOldSound;
}
}
}
void GameSoundManager::Flush()
{
g_Mutex->Lock();
g_bFlushing = true;
g_Mutex->Broadcast();
while( g_bFlushing )
g_Mutex->Wait();
g_Mutex->Unlock();
}
int MusicThread_start( void *p )
{
while( !g_Shutdown )
{
g_Mutex->Lock();
while( !SoundWaiting() && !g_Shutdown && !g_bFlushing )
g_Mutex->Wait();
g_Mutex->Unlock();
/* This is a little hack: we want to make sure that we go through
* StartQueuedSounds after Flush() is called, to be sure we're flushed,
* so check g_bFlushing before calling. This won't work if more than
* one thread might call Flush(), but only the main thread is allowed
* to make SOUND calls. */
bool bFlushing = g_bFlushing;
StartQueuedSounds();
if( bFlushing )
{
g_Mutex->Lock();
g_Mutex->Signal();
g_bFlushing = false;
g_Mutex->Unlock();
}
}
return 0;
}
GameSoundManager::GameSoundManager()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN != nullptr );
g_Mutex = new RageEvent("GameSoundManager");
g_Playing = new MusicPlaying( new RageSound );
g_UpdatingTimer = true;
g_Shutdown = false;
MusicThread.SetName( "Music thread" );
MusicThread.Create( MusicThread_start, this );
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "SOUND" );
this->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
}
GameSoundManager::~GameSoundManager()
{
// Unregister with Lua.
LUA->UnsetGlobal( "SOUND" );
/* Signal the mixing thread to quit. */
LOG->Trace("Shutting down music start thread ...");
g_Mutex->Lock();
g_Shutdown = true;
g_Mutex->Broadcast();
g_Mutex->Unlock();
MusicThread.Wait();
LOG->Trace("Music start thread shut down.");
SAFE_DELETE( g_Playing );
SAFE_DELETE( g_Mutex );
}
float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime )
{
/*
* We get one update per frame, and we're updated early, almost immediately after vsync,
* near the beginning of the game loop. However, it's very likely that we'll lose the
* scheduler while waiting for vsync, and some other thread will be working. Especially
* with a low-resolution scheduler (Linux 2.4, Win9x), we may not get the scheduler back
* immediately after the vsync; there may be up to a ~10ms delay. This can cause jitter
* in the rendered arrows.
*
* Compensate. If vsync is enabled, and we're maintaining the refresh rate consistently,
* we should have a very precise game loop interval. If we have that, but we're off by
* a small amount (less than the interval), adjust the time to line it up. As long as we
* adjust both the sound time and the timestamp, this won't adversely affect input timing.
* If we're off by more than that, we probably had a frame skip, in which case we have
* bigger skip problems, so don't adjust.
*/
static int iLastFPS = 0;
int iThisFPS = DISPLAY->GetFPS();
if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
{
iLastFPS = iThisFPS;
return 0;
}
const float fExpectedDelay = 1.0f / iThisFPS;
const float fExtraDelay = fDeltaTime - fExpectedDelay;
if( std::abs(fExtraDelay) >= fExpectedDelay/2 )
return 0;
/* Subtract the extra delay. */
return std::min( -fExtraDelay, 0.0f );
}
void GameSoundManager::Update( float fDeltaTime )
{
{
g_Mutex->Lock();
if( g_Playing->m_bApplyMusicRate )
{
RageSoundParams p = g_Playing->m_Music->GetParams();
float fRate = GAMESTATE->m_SongOptions.GetPreferred().m_fMusicRate;
if( p.m_fSpeed != fRate )
{
p.m_fSpeed = fRate;
g_Playing->m_Music->SetParams( p );
}
}
bool bIsPlaying = g_Playing->m_Music->IsPlaying();
g_Mutex->Unlock();
if( !bIsPlaying && g_bWasPlayingOnLastUpdate && !g_FallbackMusicParams.sFile.empty() )
{
PlayMusic( g_FallbackMusicParams );
g_FallbackMusicParams.sFile = "";
}
g_bWasPlayingOnLastUpdate = bIsPlaying;
}
LockMut( *g_Mutex );
{
/* Duration of the fade-in and fade-out: */
//const float fFadeInSpeed = 1.5f;
//const float fFadeOutSpeed = 0.3f;
float fFadeInSpeed = g_Playing->m_Music->GetParams().m_fFadeInSeconds;
float fFadeOutSpeed = g_Playing->m_Music->GetParams().m_fFadeOutSeconds;
float fVolume = g_Playing->m_Music->GetParams().m_Volume;
switch( g_FadeState )
{
case FADE_NONE: break;
case FADE_OUT:
fapproach( fVolume, g_fDimVolume, fDeltaTime/fFadeOutSpeed );
if( std::abs(fVolume-g_fDimVolume) < 0.001f )
g_FadeState = FADE_WAIT;
break;
case FADE_WAIT:
g_fDimDurationRemaining -= fDeltaTime;
if( g_fDimDurationRemaining <= 0 )
g_FadeState = FADE_IN;
break;
case FADE_IN:
fapproach( fVolume, g_fOriginalVolume, fDeltaTime/fFadeInSpeed );
if( std::abs(fVolume-g_fOriginalVolume) < 0.001f )
g_FadeState = FADE_NONE;
break;
}
RageSoundParams p = g_Playing->m_Music->GetParams();
if( p.m_Volume != fVolume )
{
p.m_Volume = fVolume;
g_Playing->m_Music->SetParams( p );
}
}
if( !g_UpdatingTimer )
return;
const float fAdjust = GetFrameTimingAdjustment( fDeltaTime );
if( !g_Playing->m_Music->IsPlaying() )
{
/* There's no song playing. Fake it. */
CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_Position.m_fMusicSeconds, fDeltaTime) );
GAMESTATE->UpdateSongPosition( GAMESTATE->m_Position.m_fMusicSeconds + fDeltaTime * g_Playing->m_Music->GetPlaybackRate() , g_Playing->m_Timing );
return;
}
/* There's a delay between us calling Play() and the sound actually playing.
* During this time, m_bApproximate will be true. Keep using the previous timing
* data until we get a non-approximate time, indicating that the sound has actually
* started playing. */
bool m_bApproximate;
RageTimer tm;
const float fSeconds = g_Playing->m_Music->GetPositionSeconds( &m_bApproximate, &tm );
// Check for song timing skips.
if( PREFSMAN->m_bLogSkips && !g_Playing->m_bTimingDelayed )
{
const float fExpectedTimePassed = (tm - GAMESTATE->m_Position.m_LastBeatUpdate) * g_Playing->m_Music->GetPlaybackRate();
const float fSoundTimePassed = fSeconds - GAMESTATE->m_Position.m_fMusicSeconds;
const float fDiff = fExpectedTimePassed - fSoundTimePassed;
static RString sLastFile = "";
const RString ThisFile = g_Playing->m_Music->GetLoadedFilePath();
/* If fSoundTimePassed < 0, the sound has probably looped. */
if( sLastFile == ThisFile && fSoundTimePassed >= 0 && std::abs(fDiff) > 0.003f )
LOG->Trace("Song position skip in %s: expected %.3f, got %.3f (cur %f, prev %f) (%.3f difference)",
Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_Position.m_fMusicSeconds, fDiff );
sLastFile = ThisFile;
}
// If g_Playing->m_bTimingDelayed, we're waiting for the new music to actually start
// playing.
if( g_Playing->m_bTimingDelayed && !m_bApproximate )
{
/* Load up the new timing data. */
g_Playing->m_Timing = g_Playing->m_NewTiming;
g_Playing->m_bTimingDelayed = false;
}
if( g_Playing->m_bTimingDelayed )
{
/* 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_Position.m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
}
else
{
GAMESTATE->UpdateSongPosition( fSeconds + fAdjust, g_Playing->m_Timing, tm + fAdjust );
}
// Send crossed messages
if( GAMESTATE->m_pCurSong )
{
static int iBeatLastCrossed = 0;
float fSongBeat = GAMESTATE->m_Position.m_fSongBeat;
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = std::max( 0, iRowNow );
int iBeatNow = iRowNow / ROWS_PER_BEAT;
for( int iBeat = iBeatLastCrossed+1; iBeat<=iBeatNow; ++iBeat )
{
Message msg("CrossedBeat");
msg.SetParam( "Beat", iBeat );
MESSAGEMAN->Broadcast( msg );
}
iBeatLastCrossed = iBeatNow;
}
// Update lights
NoteData &lights = g_Playing->m_Lights;
if( lights.GetNumTracks() > 0 ) // lights data was loaded
{
const float fSongBeat = GAMESTATE->m_Position.m_fLightSongBeat;
const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
FOREACH_CabinetLight( cl )
{
// Are we "holding" the light?
if( lights.IsHoldNoteAtRow( cl, iSongRow ) )
{
LIGHTSMAN->BlinkCabinetLight( cl );
continue;
}
// Otherwise, for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( lights, cl, r, iRowLastCrossed+1, iSongRow+1 )
{
if( lights.GetTapNote( cl, r ).type != TapNoteType_Empty )
{
LIGHTSMAN->BlinkCabinetLight( cl );
break;
}
}
}
iRowLastCrossed = iSongRow;
}
}
RString GameSoundManager::GetMusicPath() const
{
LockMut( *g_Mutex );
return g_Playing->m_Music->GetLoadedFilePath();
}
void GameSoundManager::PlayMusic(
RString sFile,
const TimingData *pTiming,
bool bForceLoop,
float fStartSecond,
float fLengthSeconds,
float fFadeInLengthSeconds,
float fFadeOutLengthSeconds,
bool bAlignBeat,
bool bApplyMusicRate
)
{
PlayMusicParams params;
params.sFile = sFile;
params.pTiming = pTiming;
params.bForceLoop = bForceLoop;
params.fStartSecond = fStartSecond;
params.fLengthSeconds = fLengthSeconds;
params.fFadeInLengthSeconds = fFadeInLengthSeconds;
params.fFadeOutLengthSeconds = fFadeOutLengthSeconds;
params.bAlignBeat = bAlignBeat;
params.bApplyMusicRate = bApplyMusicRate;
PlayMusic( params );
}
void GameSoundManager::PlayMusic( PlayMusicParams params, PlayMusicParams FallbackMusicParams )
{
g_FallbackMusicParams = FallbackMusicParams;
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
MusicToPlay ToPlay;
ToPlay.m_sFile = params.sFile;
if( params.pTiming )
{
ToPlay.HasTiming = true;
ToPlay.m_TimingData = *params.pTiming;
}
else
{
/* If no timing data was provided, look for it in the same place as the music file. */
// todo: allow loading .ssc files as well -aj
ToPlay.m_sTimingFile = SetExtension( params.sFile, "sm" );
}
ToPlay.bForceLoop = params.bForceLoop;
ToPlay.fStartSecond = params.fStartSecond;
ToPlay.fLengthSeconds = params.fLengthSeconds;
ToPlay.fFadeInLengthSeconds = params.fFadeInLengthSeconds;
ToPlay.fFadeOutLengthSeconds = params.fFadeOutLengthSeconds;
ToPlay.bAlignBeat = params.bAlignBeat;
ToPlay.bApplyMusicRate = params.bApplyMusicRate;
/* Add the MusicToPlay to the g_MusicsToPlay queue. */
g_Mutex->Lock();
g_MusicsToPlay.push_back( ToPlay );
g_Mutex->Broadcast();
g_Mutex->Unlock();
}
void GameSoundManager::DimMusic( float fVolume, float fDurationSeconds )
{
LockMut( *g_Mutex );
if( g_FadeState == FADE_NONE )
g_fOriginalVolume = g_Playing->m_Music->GetParams().m_Volume;
// otherwise, g_fOriginalVolume is already set and m_Volume will be the
// current state, not the original state
g_fDimDurationRemaining = fDurationSeconds;
g_fDimVolume = fVolume;
g_FadeState = FADE_OUT;
}
void GameSoundManager::HandleSongTimer( bool on )
{
LockMut( *g_Mutex );
g_UpdatingTimer = on;
}
void GameSoundManager::PlayOnce( RString sPath )
{
/* Add the sound to the g_SoundsToPlayOnce queue. */
g_Mutex->Lock();
g_SoundsToPlayOnce.push_back( sPath );
g_Mutex->Broadcast();
g_Mutex->Unlock();
}
void GameSoundManager::PlayOnceFromDir( RString sPath )
{
/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
g_Mutex->Lock();
g_SoundsToPlayOnceFromDir.push_back( sPath );
g_Mutex->Broadcast();
g_Mutex->Unlock();
}
void GameSoundManager::PlayOnceFromAnnouncer( RString sPath )
{
/* Add the path to the g_SoundsToPlayOnceFromAnnouncer queue. */
g_Mutex->Lock();
g_SoundsToPlayOnceFromAnnouncer.push_back( sPath );
g_Mutex->Broadcast();
g_Mutex->Unlock();
}
float GameSoundManager::GetPlayerBalance( PlayerNumber pn )
{
/* If two players are active, play sounds on each players' side. */
if( GAMESTATE->GetNumPlayersEnabled() == 2 )
return (pn == PLAYER_1)? -1.0f:1.0f;
else
return 0;
}
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the GameSoundManager. */
class LunaGameSoundManager: public Luna<GameSoundManager>
{
public:
static int DimMusic( T* p, lua_State *L )
{
float fVolume = FArg(1);
float fDurationSeconds = FArg(2);
p->DimMusic( fVolume, fDurationSeconds );
COMMON_RETURN_SELF;
}
static int PlayOnce( T* p, lua_State *L )
{
RString sPath = SArg(1);
if(lua_toboolean(L, 2) && PREFSMAN->m_MuteActions)
{
COMMON_RETURN_SELF;
}
p->PlayOnce( sPath );
COMMON_RETURN_SELF;
}
static int PlayAnnouncer( T* p, lua_State *L )
{
RString sPath = SArg(1);
p->PlayOnceFromAnnouncer( sPath );
COMMON_RETURN_SELF;
}
static int GetPlayerBalance( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
lua_pushnumber( L, p->GetPlayerBalance(pn) );
return 1;
}
static int PlayMusicPart( T* p, lua_State *L )
{
RString musicPath = SArg(1);
float musicStart = FArg(2);
float musicLength = FArg(3);
float fadeIn = 0;
float fadeOut = 0;
bool loop= false;
bool applyRate= false;
bool alignBeat= true;
if(!lua_isnoneornil(L, 4))
{
fadeIn = FArg(4);
}
if(!lua_isnoneornil(L, 5))
{
fadeOut = FArg(5);
}
if(!lua_isnoneornil(L, 6))
{
loop = BArg(6);
}
if(!lua_isnoneornil(L, 7))
{
applyRate = BArg(7);
}
if(!lua_isnoneornil(L, 8))
{
alignBeat = BArg(8);
}
p->PlayMusic(musicPath, nullptr, loop, musicStart, musicLength,
fadeIn, fadeOut, alignBeat, applyRate);
COMMON_RETURN_SELF;
}
static int StopMusic( T* p, lua_State *L ) { p->StopMusic(); COMMON_RETURN_SELF; }
static int IsTimingDelayed( T* p, lua_State *L ) { lua_pushboolean( L, g_Playing->m_bTimingDelayed ); return 1; }
LunaGameSoundManager()
{
ADD_METHOD( DimMusic );
ADD_METHOD( PlayOnce );
ADD_METHOD( PlayAnnouncer );
ADD_METHOD( GetPlayerBalance );
ADD_METHOD( PlayMusicPart );
ADD_METHOD( StopMusic );
ADD_METHOD( IsTimingDelayed );
}
};
LUA_REGISTER_CLASS(GameSoundManager);
int LuaFunc_get_sound_driver_list(lua_State* L);
int LuaFunc_get_sound_driver_list(lua_State* L)
{
std::vector<RString> driver_names;
split(RageSoundDriver::GetDefaultSoundDriverList(), ",", driver_names, true);
lua_createtable(L, driver_names.size(), 0);
for(size_t n= 0; n < driver_names.size(); ++n)
{
lua_pushstring(L, driver_names[n].c_str());
lua_rawseti(L, -2, n+1);
}
return 1;
}
LUAFUNC_REGISTER_COMMON(get_sound_driver_list);
/*
* Copyright (c) 2003-2005 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/