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https://github.com/OpenDiablo2/OpenDiablo2
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fc87b2be7a
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
69 lines
1.6 KiB
Go
69 lines
1.6 KiB
Go
package d2audio
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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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 *d2records.SoundEnvironRecord
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engine *SoundEngine
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bgm *Sound
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ambiance *Sound
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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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environment: soundEngine.asset.Records.Sound.Environment[0],
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engine: soundEngine,
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}
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return r
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}
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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 := s.engine.asset.Records.Sound.Environment[environmentIdx]
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if s.environment.Song != newEnv.Song {
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if s.bgm != nil {
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s.bgm.Stop()
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}
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s.bgm = s.engine.PlaySoundID(newEnv.Song)
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}
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if s.environment.DayAmbience != newEnv.DayAmbience {
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if s.ambiance != nil {
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s.ambiance.Stop()
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}
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s.ambiance = s.engine.PlaySoundID(newEnv.DayAmbience)
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}
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s.environment = newEnv
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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) / assumedFPS
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snd := s.engine.PlaySoundID(s.environment.DayEvent)
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if snd != nil {
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pan := (rand.Float64() * 2) - 1
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snd.SetPan(pan)
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}
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}
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}
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