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https://github.com/OpenDiablo2/OpenDiablo2
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c840e140f7
Randomly pan event sounds Adapted from ebiten example
142 lines
2.7 KiB
Go
142 lines
2.7 KiB
Go
package ebiten
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import (
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/audio"
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"github.com/hajimehoshi/ebiten/audio/wav"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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type panStream struct {
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audio.ReadSeekCloser
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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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return &panStream{
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ReadSeekCloser: src,
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pan: 0,
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}
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}
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func (s *panStream) Read(p []byte) (n int, err error) {
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n, err = s.ReadSeekCloser.Read(p)
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if err != nil {
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return
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}
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ls := math.Min(s.pan*-1+1, 1)
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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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p[i] = byte(lc)
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p[i+1] = byte(lc >> 8)
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p[i+2] = byte(rc)
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p[i+3] = byte(rc >> 8)
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}
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return
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}
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// SoundEffect represents an ebiten implementation of a sound effect
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type SoundEffect struct {
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player *audio.Player
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volumeScale float64
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panStream *panStream
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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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result := &SoundEffect{}
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soundFile := "/data/global/sfx/"
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if _, exists := d2datadict.Sounds[sfx]; exists {
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soundEntry := d2datadict.Sounds[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 := d2asset.LoadFileStream(soundFile)
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if err != nil {
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audioData, err = d2asset.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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log.Fatal(err)
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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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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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func (v *SoundEffect) SetPan(pan float64) {
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v.panStream.pan = pan
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}
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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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func (v *SoundEffect) IsPlaying() bool {
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return v.player.IsPlaying()
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}
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// Play plays the sound effect
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func (v *SoundEffect) Play() {
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err := v.player.Rewind()
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if err != nil {
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panic(err)
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}
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err = v.player.Play()
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if err != nil {
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panic(err)
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}
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}
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// Stop stops the sound effect
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func (v *SoundEffect) Stop() {
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err := v.player.Pause()
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if err != nil {
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panic(err)
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}
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}
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