Stereo panning for sound effects (#654)

Randomly pan event sounds

Adapted from ebiten example
This commit is contained in:
Ziemas 2020-07-31 03:50:27 +02:00 committed by GitHub
parent 42cd1e1a3b
commit c840e140f7
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 58 additions and 3 deletions

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@ -4,6 +4,7 @@ package d2interface
type SoundEffect interface {
Play()
Stop()
SetPan(pan float64)
IsPlaying() bool
SetVolume(volume float64)
}

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@ -2,6 +2,7 @@ package ebiten
import (
"log"
"math"
"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/audio/wav"
@ -10,10 +11,45 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
type panStream struct {
audio.ReadSeekCloser
pan float64 // -1: left; 0: center; 1: right
}
func NewPanStreamFromReader(src audio.ReadSeekCloser) *panStream {
return &panStream{
ReadSeekCloser: src,
pan: 0,
}
}
func (s *panStream) Read(p []byte) (n int, err error) {
n, err = s.ReadSeekCloser.Read(p)
if err != nil {
return
}
ls := math.Min(s.pan*-1+1, 1)
rs := math.Min(s.pan+1, 1)
for i := 0; i < len(p); i += 4 {
lc := int16(float64(int16(p[i])|int16(p[i+1])<<8) * ls)
rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<8) * rs)
p[i] = byte(lc)
p[i+1] = byte(lc >> 8)
p[i+2] = byte(rc)
p[i+3] = byte(rc >> 8)
}
return
}
// SoundEffect represents an ebiten implementation of a sound effect
type SoundEffect struct {
player *audio.Player
volumeScale float64
panStream *panStream
}
// CreateSoundEffect creates a new instance of ebiten's sound effect implementation.
@ -49,9 +85,11 @@ func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop
if loop {
s := audio.NewInfiniteLoop(d, d.Length())
player, err = audio.NewPlayer(context, s)
result.panStream = NewPanStreamFromReader(s)
player, err = audio.NewPlayer(context, result.panStream)
} else {
player, err = audio.NewPlayer(context, d)
result.panStream = NewPanStreamFromReader(d)
player, err = audio.NewPlayer(context, result.panStream)
}
if err != nil {
@ -66,6 +104,10 @@ func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop
return result
}
func (v *SoundEffect) SetPan(pan float64) {
v.panStream.pan = pan
}
func (v *SoundEffect) SetVolume(volume float64) {
v.player.SetVolume(volume * v.volumeScale)
}

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@ -56,6 +56,11 @@ func (s *Sound) update(elapsed float64) {
}
}
// SetPan sets the stereo pan, range -1 to 1
func (s *Sound) SetPan(pan float64) {
s.effect.SetPan(pan)
}
// Play the sound
func (s *Sound) Play() {
log.Println("starting sound", s.entry.Handle)

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@ -1,6 +1,8 @@
package d2audio
import (
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
)
@ -50,6 +52,11 @@ func (s *SoundEnvironment) Advance(elapsed float64) {
s.eventTimer -= elapsed
if s.eventTimer < 0 {
s.eventTimer = float64(s.environment.EventDelay) / 25
s.engine.PlaySoundID(s.environment.DayEvent)
snd := s.engine.PlaySoundID(s.environment.DayEvent)
if snd != nil {
pan := (rand.Float64() * 2) - 1
snd.SetPan(pan)
}
}
}