mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-06 11:34:15 -04:00
69 lines
1.5 KiB
Go
69 lines
1.5 KiB
Go
package d2audio
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import (
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"math/rand"
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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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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: d2datadict.SoundEnvirons[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 := 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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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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