Files
itgmania212121/src/AutoKeysounds.cpp
T
Thai Pangsakulyanont d17c21e091 Moved the unused RageSoundReader_Silence from RageSound.cpp to RageSoundReader.h and use it in AutoKeysounds.cpp.
Hopefully this should fix Bug 0000500, but I don't know, can't reproduce.
2011-09-05 16:02:51 +07:00

393 lines
12 KiB
C++

/*
* This class handles two things: auto-play preload, and runtime auto-play sounds.
*
* On song start, all autoplay sounds and the main BGM track (if any) are combined
* into a single chain, which is used as the song background. Sounds added this way
* are removed from the NoteData.
*
* Any sounds not added to the sound chain and any autoplay sounds added to the NoteData
* during play (usually due to battle mode mods) are played dynamically, via Update().
*
* Note that autoplay sounds which are played before the BGM starts will never be
* placed in the sound chain, since the sound chain becomes the BGM; the BGM can't
* play sound before it starts. These sounds will be left in the NoteData, and played
* as dynamic sounds; this means that they don't get robust sync. This isn't a problem
* for imported BMS files, which don't have an offset value, but it's annoying.
*/
#include "global.h"
#include "AutoKeysounds.h"
#include "GameState.h"
#include "Song.h"
#include "RageSoundReader.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundReader_ChannelSplit.h"
#include "RageSoundReader_Extend.h"
#include "RageSoundReader_Merge.h"
#include "RageSoundReader_Pan.h"
#include "RageSoundReader_PitchChange.h"
#include "RageSoundReader_PostBuffering.h"
#include "RageSoundReader_ThreadedBuffer.h"
#include "RageSoundManager.h"
#include "RageLog.h"
#include "RageSoundReader_FileReader.h"
#include "Foreach.h"
void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
{
m_ndAutoKeysoundsOnly[pn] = ndAutoKeysoundsOnly;
}
void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
{
//
// Load sounds.
//
Song* pSong = GAMESTATE->m_pCurSong;
RString sSongDir = pSong->GetSongDir();
/*
* 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->GetMasterPlayerNumber()].GetNumTracks();
for( int t = 0; t < iNumTracks; t++ )
{
int iRow = -1;
while(1)
{
/* Find the next row that either player has a note on. */
int iNextRow = INT_MAX;
FOREACH_EnabledPlayer(pn)
{
// XXX Hack. Enabled players need not have their own note data.
if( t >= m_ndAutoKeysoundsOnly[pn].GetNumTracks() )
continue;
int iNextRowForPlayer = iRow;
/* XXX: If a BMS file only has one tap note per track,
* this will prevent any keysounds from loading.
* This leads to failure later on.
* We need a better way to prevent this. */
if( m_ndAutoKeysoundsOnly[pn].GetNextTapNoteRowForTrack( t, iNextRowForPlayer ) )
iNextRow = min( iNextRow, iNextRowForPlayer );
}
if( iNextRow == INT_MAX )
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 &tap = tn[pn];
pn = GetNextEnabledPlayer(pn);
while( pn != PLAYER_INVALID )
{
if( tn[pn].type != TapNote::autoKeysound || tn[pn].iKeysoundIndex != tap.iKeysoundIndex )
bSoundIsGlobal = false;
pn = GetNextEnabledPlayer(pn);
}
}
FOREACH_EnabledPlayer(pn)
{
if( tn[pn] == TAP_EMPTY )
continue;
ASSERT( tn[pn].type == TapNote::autoKeysound );
if( tn[pn].iKeysoundIndex >= 0 )
{
RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
float fSeconds = GAMESTATE->m_pCurSteps[pn]->m_Timing.GetElapsedTimeFromBeatNoOffset( NoteRowToBeat(iRow) ) + SOUNDMAN->GetPlayLatency();
float fPan = 0;
if( !bSoundIsGlobal )
fPan = (pn == PLAYER_1)? -1.0f:+1.0f;
int iIndex = pChain->LoadSound( sKeysoundFilePath );
pChain->AddSound( iIndex, fSeconds, fPan );
}
}
}
}
}
void AutoKeysounds::LoadTracks( const Song *pSong, RageSoundReader *&pShared, RageSoundReader *&pPlayer1, RageSoundReader *&pPlayer2 )
{
// If we have two players, prefer a three-track sound; otherwise prefer a
// two-track sound.
//bool bTwoPlayers = GAMESTATE->GetNumPlayersEnabled() == 2;
pPlayer1 = NULL;
pPlayer2 = NULL;
pShared = NULL;
vector<RString> vsMusicFile;
const RString sMusicPath = pSong->GetMusicPath();
if( !sMusicPath.empty() )
vsMusicFile.push_back( sMusicPath );
FOREACH_ENUM( InstrumentTrack, it )
{
if( it == InstrumentTrack_Guitar )
continue;
if( pSong->HasInstrumentTrack(it) )
vsMusicFile.push_back( pSong->GetInstrumentTrackPath(it) );
}
vector<RageSoundReader *> vpSounds;
FOREACH( RString, vsMusicFile, s )
{
RString sError;
RageSoundReader *pSongReader = RageSoundReader_FileReader::OpenFile( *s, sError );
vpSounds.push_back( pSongReader );
}
if( vpSounds.size() == 1 )
{
RageSoundReader *pSongReader = vpSounds[0];
// Load the buffering filter before the effects filters, so effects aren't delayed.
pSongReader = new RageSoundReader_Extend( pSongReader );
pSongReader = new RageSoundReader_ThreadedBuffer( pSongReader );
pShared = pSongReader;
}
else if( !vpSounds.empty() )
{
RageSoundReader_Merge *pMerge = new RageSoundReader_Merge;
FOREACH( RageSoundReader *, vpSounds, so )
pMerge->AddSound( *so );
pMerge->Finish( SOUNDMAN->GetDriverSampleRate() );
RageSoundReader *pSongReader = pMerge;
// Load the buffering filter before the effects filters, so effects aren't delayed.
pSongReader = new RageSoundReader_Extend( pSongReader );
pSongReader = new RageSoundReader_ThreadedBuffer( pSongReader );
pShared = pSongReader;
}
if( pSong->HasInstrumentTrack(InstrumentTrack_Guitar) )
{
RString sError;
RageSoundReader *pGuitarTrackReader = RageSoundReader_FileReader::OpenFile( pSong->GetInstrumentTrackPath(InstrumentTrack_Guitar), sError );
// Load the buffering filter before the effects filters, so effects aren't delayed.
pGuitarTrackReader = new RageSoundReader_Extend( pGuitarTrackReader );
pGuitarTrackReader = new RageSoundReader_ThreadedBuffer( pGuitarTrackReader );
pPlayer1 = pGuitarTrackReader;
}
return;
//if( pSongReader->GetNumChannels() <= 2 )
//{
// /* If we only have one track, return it as the shared track. */
// pShared = pSongReader;
// return;
//}
// TODO: Make this work for player 2, and for 2 players
/* The code below is used to split the main sound stream into per-player
* sounds. The results of this method doesn't seem interesting enough to
* bother supporting this. */
//RageSoundSplitter Splitter( pSongReader );
//RageSoundReader_Split *pMainSound = Splitter.CreateSound();
//pMainSound->AddSourceChannelToSound( 0, 0 );
//if( pSongReader->GetNumChannels() >= 2 ) // stereo
// pMainSound->AddSourceChannelToSound( 1, 1 );
//pShared = pMainSound;
//RageSoundReader_Split *pLeadSound = Splitter.CreateSound();
//pLeadSound->AddSourceChannelToSound( 2, 0 );
//if( pSongReader->GetNumChannels() >= 4 ) // stereo
// pLeadSound->AddSourceChannelToSound( 3, 1 );
//pPlayer1 = pLeadSound;
//if( pSongReader->GetNumChannels() >= 5 )
//{
// if( bTwoPlayers )
// {
// RageSoundReader_Split *pSecondarySound = Splitter.CreateSound();
// pSecondarySound->AddSourceChannelToSound( 4, 0 );
// if( pSongReader->GetNumChannels() >= 6 )
// pSecondarySound->AddSourceChannelToSound( 5, 1 ); // stereo
// else
// pSecondarySound->AddSourceChannelToSound( 4, 1 ); // mono
// pPlayer2 = pSecondarySound;
// }
// else
// {
// /* We have a secondary track, but we only have one player. Mix it into
// * the background track. */
// pMainSound->AddSourceChannelToSound( 4, 0 );
// if( pSongReader->GetNumChannels() >= 6 )
// pMainSound->AddSourceChannelToSound( 5, 1 ); // stereo
// else
// pMainSound->AddSourceChannelToSound( 4, 1 ); // mono
// }
//}
//else if( bTwoPlayers )
//{
// /* We have two players, but only two tracks. Use the same track for both
// * players. */
// pPlayer2 = pPlayer1->Copy();
// pPlayer1->SetProperty( "Balance", -1.0f );
// pPlayer2->SetProperty( "Balance", +1.0f );
//}
}
void AutoKeysounds::FinishLoading()
{
m_sSound.Unload();
Song* pSong = GAMESTATE->m_pCurSong;
vector<RageSoundReader *> apSounds;
LoadTracks( pSong, m_pSharedSound, m_pPlayerSounds[0], m_pPlayerSounds[1] );
// Load autoplay sounds, if any.
{
RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate() );
LoadAutoplaySoundsInto( pChain );
if( pChain->GetNumSounds() > 0 )
{
if( m_pSharedSound )
{
int iIndex = pChain->LoadSound( m_pSharedSound );
pChain->AddSound( iIndex, 0.0f, 0 );
}
pChain->Finish();
m_pSharedSound = pChain;
}
else
{
delete pChain;
RageSoundReader_Silence *pSilence = new RageSoundReader_Silence;
m_pSharedSound = pSilence;
}
}
ASSERT_M( m_pSharedSound, ssprintf("No keysounds were loaded for the song %s!", pSong->m_sMainTitle.c_str() ));
m_pSharedSound = new RageSoundReader_PitchChange( m_pSharedSound );
m_pSharedSound = new RageSoundReader_PostBuffering( m_pSharedSound );
m_pSharedSound = new RageSoundReader_Pan( m_pSharedSound );
apSounds.push_back( m_pSharedSound );
if( m_pPlayerSounds[0] != NULL )
{
m_pPlayerSounds[0] = new RageSoundReader_PitchChange( m_pPlayerSounds[0] );
m_pPlayerSounds[0] = new RageSoundReader_PostBuffering( m_pPlayerSounds[0] );
m_pPlayerSounds[0] = new RageSoundReader_Pan( m_pPlayerSounds[0] );
apSounds.push_back( m_pPlayerSounds[0] );
}
if( m_pPlayerSounds[1] != NULL )
{
m_pPlayerSounds[1] = new RageSoundReader_PitchChange( m_pPlayerSounds[1] );
m_pPlayerSounds[1] = new RageSoundReader_PostBuffering( m_pPlayerSounds[1] );
m_pPlayerSounds[1] = new RageSoundReader_Pan( m_pPlayerSounds[1] );
apSounds.push_back( m_pPlayerSounds[1] );
}
if( GAMESTATE->GetNumPlayersEnabled() == 1 && GAMESTATE->GetMasterPlayerNumber() == PLAYER_2 )
swap( m_pPlayerSounds[PLAYER_1], m_pPlayerSounds[PLAYER_2] );
if( apSounds.size() > 1 )
{
RageSoundReader_Merge *pMerge = new RageSoundReader_Merge;
FOREACH( RageSoundReader *, apSounds, ps )
pMerge->AddSound( *ps );
pMerge->Finish( SOUNDMAN->GetDriverSampleRate() );
m_pChain = pMerge;
}
else
{
ASSERT( !apSounds.empty() );
m_pChain = apSounds[0];
}
m_sSound.LoadSoundReader( m_pChain );
}
void AutoKeysounds::Update( float fDelta )
{
// Play keysounds for crossed rows.
/*
bool bCrossedABeat = false;
{
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
static int iRowLastCrossed = 0;
float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
float fBeatNow = roundf(NoteRowToBeat(iRowNow));
bCrossedABeat = fBeatLast != fBeatNow;
FOREACH_EnabledPlayer( pn )
{
const NoteData &nd = m_ndAutoKeysoundsOnly[pn];
for( int t=0; t<nd.GetNumTracks(); t++ )
{
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( nd, t, r, iRowLastCrossed+1, iRowNow )
{
const TapNote &tn = nd.GetTapNote( t, r );
ASSERT( tn.type == TapNote::autoKeysound );
if( tn.bKeysound )
m_vKeysounds[tn.iKeysoundIndex].Play();
}
}
}
iRowLastCrossed = iRowNow;
}
*/
}
/*
* (c) 2004 Chris Danford, 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.
*/