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OpenDiablo2/d2core/d2audio/sound_environment.go

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package d2audio
import (
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
)
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const assumedFPS = 25
// SoundEnvironment represents the audio environment for map areas
type SoundEnvironment struct {
environment *d2datadict.SoundEnvironRecord
engine *SoundEngine
bgm *Sound
ambiance *Sound
eventTimer float64
}
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// NewSoundEnvironment creates a SoundEnvironment using the given SoundEngine
func NewSoundEnvironment(soundEngine *SoundEngine) SoundEnvironment {
r := SoundEnvironment{
// Start with env NONE
environment: d2datadict.SoundEnvirons[0],
engine: soundEngine,
}
return r
}
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// SetEnv sets the sound environment using the given record index
func (s *SoundEnvironment) SetEnv(environmentIdx int) {
if s.environment.Index != environmentIdx {
newEnv := d2datadict.SoundEnvirons[environmentIdx]
if s.environment.Song != newEnv.Song {
if s.bgm != nil {
s.bgm.Stop()
}
s.bgm = s.engine.PlaySoundID(newEnv.Song)
}
if s.environment.DayAmbience != newEnv.DayAmbience {
if s.ambiance != nil {
s.ambiance.Stop()
}
s.ambiance = s.engine.PlaySoundID(newEnv.DayAmbience)
}
s.environment = newEnv
}
}
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// Advance advances the sound engine and plays sounds when necessary
func (s *SoundEnvironment) Advance(elapsed float64) {
s.eventTimer -= elapsed
if s.eventTimer < 0 {
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s.eventTimer = float64(s.environment.EventDelay) / assumedFPS
snd := s.engine.PlaySoundID(s.environment.DayEvent)
if snd != nil {
pan := (rand.Float64() * 2) - 1
snd.SetPan(pan)
}
}
}