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https://github.com/OpenDiablo2/OpenDiablo2
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fixed lint errors in d2audio (#691)
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2
d2core/d2audio/doc.go
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2
d2core/d2audio/doc.go
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@ -0,0 +1,2 @@
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// Package d2audio provides AudioProvider implementations
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package d2audio
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@ -96,13 +96,17 @@ func (eap *AudioProvider) PlayBGM(song string) {
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}
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}
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// LoadSoundEffect loads a sound affect so that it canb e played
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func (eap *AudioProvider) LoadSound(sfx string, loop bool, bgm bool) (d2interface.SoundEffect, error) {
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// LoadSound loads a sound affect so that it canb e played
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func (eap *AudioProvider) LoadSound(sfx string, loop, bgm bool) (d2interface.SoundEffect, error) {
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volume := eap.sfxVolume
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if bgm {
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volume = eap.bgmVolume
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}
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result := CreateSoundEffect(sfx, eap.audioContext, volume, loop) // TODO: Split
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result := CreateSoundEffect(sfx, eap.audioContext, loop)
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result.volumeScale = volume
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result.SetVolume(volume)
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return result, nil
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}
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@ -16,7 +16,11 @@ type panStream struct {
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pan float64 // -1: left; 0: center; 1: right
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}
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func NewPanStreamFromReader(src audio.ReadSeekCloser) *panStream {
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const (
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bitsPerByte = 8
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)
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func newPanStreamFromReader(src audio.ReadSeekCloser) *panStream {
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return &panStream{
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ReadSeekCloser: src,
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pan: 0,
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@ -33,13 +37,13 @@ func (s *panStream) Read(p []byte) (n int, err error) {
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rs := math.Min(s.pan+1, 1)
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for i := 0; i < len(p); i += 4 {
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lc := int16(float64(int16(p[i])|int16(p[i+1])<<8) * ls)
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rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<8) * rs)
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lc := int16(float64(int16(p[i])|int16(p[i+1])<<bitsPerByte) * ls)
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rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<bitsPerByte) * rs)
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p[i] = byte(lc)
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p[i+1] = byte(lc >> 8)
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p[i+1] = byte(lc >> bitsPerByte)
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p[i+2] = byte(rc)
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p[i+3] = byte(rc >> 8)
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p[i+3] = byte(rc >> bitsPerByte)
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}
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return
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@ -53,7 +57,7 @@ type SoundEffect struct {
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}
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// CreateSoundEffect creates a new instance of ebiten's sound effect implementation.
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func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop bool) *SoundEffect {
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func CreateSoundEffect(sfx string, context *audio.Context, loop bool) *SoundEffect {
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result := &SoundEffect{}
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soundFile := "/data/global/sfx/"
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@ -85,10 +89,10 @@ func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop
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if loop {
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s := audio.NewInfiniteLoop(d, d.Length())
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result.panStream = NewPanStreamFromReader(s)
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result.panStream = newPanStreamFromReader(s)
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player, err = audio.NewPlayer(context, result.panStream)
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} else {
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result.panStream = NewPanStreamFromReader(d)
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result.panStream = newPanStreamFromReader(d)
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player, err = audio.NewPlayer(context, result.panStream)
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}
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@ -96,22 +100,22 @@ func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop
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log.Fatal(err)
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}
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result.volumeScale = volume
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player.SetVolume(volume)
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result.player = player
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return result
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}
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// SetPan sets the audio pan, left is -1.0, center is 0.0, right is 1.0
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func (v *SoundEffect) SetPan(pan float64) {
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v.panStream.pan = pan
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}
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// SetVolume ets the volume
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func (v *SoundEffect) SetVolume(volume float64) {
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v.player.SetVolume(volume * v.volumeScale)
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}
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// IsPlaying returns a bool for whether or not the sound is currently playing
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func (v *SoundEffect) IsPlaying() bool {
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return v.player.IsPlaying()
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}
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@ -71,7 +71,7 @@ func (s *Sound) Play() {
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s.volume = 0
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s.state = envAttack
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s.vTarget = float64(s.entry.Volume) / volMax
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s.vRate = (s.vTarget / (float64(s.entry.FadeIn) / originalFPS))
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s.vRate = s.vTarget / (float64(s.entry.FadeIn) / originalFPS)
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} else {
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s.volume = float64(s.entry.Volume) / volMax
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s.effect.SetVolume(s.volume)
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@ -84,7 +84,7 @@ func (s *Sound) Stop() {
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if s.entry.FadeOut != 0 {
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s.state = envRelease
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s.vTarget = 0
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s.vRate = (s.volume / (float64(s.entry.FadeOut) / originalFPS))
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s.vRate = s.volume / (float64(s.entry.FadeOut) / originalFPS)
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} else {
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s.state = envStopped
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s.volume = 0
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@ -95,10 +95,10 @@ func (s *Sound) Stop() {
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// SoundEngine provides functions for playing sounds
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type SoundEngine struct {
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provider d2interface.AudioProvider
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timer float64
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accTime float64
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sounds map[*Sound]struct{}
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provider d2interface.AudioProvider
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timer float64
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accTime float64
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sounds map[*Sound]struct{}
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}
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// NewSoundEngine creates a new sound engine
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@ -6,6 +6,9 @@ import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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)
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const assumedFPS = 25
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// SoundEnvironment represents the audio environment for map areas
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type SoundEnvironment struct {
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environment *d2datadict.SoundEnvironRecord
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engine *SoundEngine
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@ -14,6 +17,7 @@ type SoundEnvironment struct {
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eventTimer float64
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}
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// NewSoundEnvironment creates a SoundEnvironment using the given SoundEngine
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func NewSoundEnvironment(soundEngine *SoundEngine) SoundEnvironment {
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r := SoundEnvironment{
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// Start with env NONE
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@ -24,9 +28,10 @@ func NewSoundEnvironment(soundEngine *SoundEngine) SoundEnvironment {
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return r
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}
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func (s *SoundEnvironment) SetEnv(environment int) {
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if s.environment.Index != environment {
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newEnv := d2datadict.SoundEnvirons[environment]
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// SetEnv sets the sound environment using the given record index
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func (s *SoundEnvironment) SetEnv(environmentIdx int) {
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if s.environment.Index != environmentIdx {
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newEnv := d2datadict.SoundEnvirons[environmentIdx]
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if s.environment.Song != newEnv.Song {
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if s.bgm != nil {
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@ -48,10 +53,11 @@ func (s *SoundEnvironment) SetEnv(environment int) {
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}
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}
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// Advance advances the sound engine and plays sounds when necessary
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func (s *SoundEnvironment) Advance(elapsed float64) {
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s.eventTimer -= elapsed
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if s.eventTimer < 0 {
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s.eventTimer = float64(s.environment.EventDelay) / 25
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s.eventTimer = float64(s.environment.EventDelay) / assumedFPS
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snd := s.engine.PlaySoundID(s.environment.DayEvent)
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if snd != nil {
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