mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-27 04:26:29 -05:00
9ffbf1320c
* logger for d2audio & d2map * logger for d2ui e.t.c * d2inventory now passes on error messages * no more importing log in d2core * implemented #925 * added logger to part of d2networking & fixed "need to be changed" comments * fixed lints * fixed errors Co-authored-by: M. Sz <mszeptuch@protonmail.com>
175 lines
3.8 KiB
Go
175 lines
3.8 KiB
Go
// Package ebiten contains ebiten's implementation of the audio interface
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package ebiten
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import (
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"io"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/hajimehoshi/ebiten/v2/audio"
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"github.com/hajimehoshi/ebiten/v2/audio/wav"
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)
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const sampleRate = 44100
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const logPrefix = "Ebiten Audio Provider"
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var _ d2interface.AudioProvider = &AudioProvider{} // Static check to confirm struct conforms to interface
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// CreateAudio creates an instance of ebiten's audio provider
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func CreateAudio(l d2util.LogLevel, am *d2asset.AssetManager) *AudioProvider {
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result := &AudioProvider{
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asset: am,
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}
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result.Logger = d2util.NewLogger()
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result.Logger.SetLevel(l)
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result.Logger.SetPrefix(logPrefix)
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result.audioContext = audio.NewContext(sampleRate)
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return result
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}
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// AudioProvider represents a provider capable of playing audio
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type AudioProvider struct {
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asset *d2asset.AssetManager
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audioContext *audio.Context // The Audio context
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bgmAudio *audio.Player // The audio player
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bgmStream *wav.Stream
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lastBgm string
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sfxVolume float64
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bgmVolume float64
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*d2util.Logger
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}
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// PlayBGM loads an audio stream and plays it in the background
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func (eap *AudioProvider) PlayBGM(song string) {
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if eap.lastBgm == song {
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return
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}
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eap.lastBgm = song
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if song == "" && eap.bgmAudio != nil && eap.bgmAudio.IsPlaying() {
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eap.bgmAudio.Pause()
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return
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}
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if eap.bgmAudio != nil {
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err := eap.bgmAudio.Close()
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if err != nil {
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eap.Fatal(err.Error())
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}
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}
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audioStream, err := eap.asset.LoadFileStream(song)
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if err != nil {
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panic(err)
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}
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if _, err = audioStream.Seek(0, io.SeekStart); err != nil {
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eap.Fatal(err.Error())
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}
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eap.bgmStream, err = wav.Decode(eap.audioContext, audioStream)
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if err != nil {
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eap.Fatal(err.Error())
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}
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s := audio.NewInfiniteLoop(eap.bgmStream, eap.bgmStream.Length())
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eap.bgmAudio, err = audio.NewPlayer(eap.audioContext, s)
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if err != nil {
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eap.Fatal(err.Error())
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}
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eap.bgmAudio.SetVolume(eap.bgmVolume)
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// Play the infinite-length stream. This never ends.
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err = eap.bgmAudio.Rewind()
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if err != nil {
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panic(err)
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}
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eap.bgmAudio.Play()
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}
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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 := eap.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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// SetVolumes sets the volumes of the audio provider
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func (eap *AudioProvider) SetVolumes(bgmVolume, sfxVolume float64) {
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eap.sfxVolume = sfxVolume
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eap.bgmVolume = bgmVolume
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}
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// createSoundEffect creates a new instance of ebiten's sound effect implementation.
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func (eap *AudioProvider) createSoundEffect(sfx string, context *audio.Context,
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loop bool) *SoundEffect {
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result := &SoundEffect{}
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soundFile := "data/global/sfx/"
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if _, exists := eap.asset.Records.Sound.Details[sfx]; exists {
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soundEntry := eap.asset.Records.Sound.Details[sfx]
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soundFile += soundEntry.FileName
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} else {
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soundFile += sfx
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}
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audioData, err := eap.asset.LoadFileStream(soundFile)
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if err != nil {
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audioData, err = eap.asset.LoadFileStream("data/global/music/" + sfx)
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}
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if err != nil {
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panic(err)
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}
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d, err := wav.Decode(context, audioData)
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if err != nil {
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eap.Fatal(err.Error())
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}
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var player *audio.Player
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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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player, err = audio.NewPlayer(context, result.panStream)
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} else {
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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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if err != nil {
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eap.Fatal(err.Error())
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}
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result.player = player
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return result
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}
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