fixed lint errors in d2audio (#691)

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lord 2020-08-04 22:17:25 -07:00 committed by GitHub
parent 8e41133f39
commit e73299b99e
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 40 additions and 24 deletions

2
d2core/d2audio/doc.go Normal file
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@ -0,0 +1,2 @@
// Package d2audio provides AudioProvider implementations
package d2audio

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@ -96,13 +96,17 @@ func (eap *AudioProvider) PlayBGM(song string) {
}
}
// LoadSoundEffect loads a sound affect so that it canb e played
func (eap *AudioProvider) LoadSound(sfx string, loop bool, bgm bool) (d2interface.SoundEffect, error) {
// LoadSound loads a sound affect so that it canb e played
func (eap *AudioProvider) LoadSound(sfx string, loop, bgm bool) (d2interface.SoundEffect, error) {
volume := eap.sfxVolume
if bgm {
volume = eap.bgmVolume
}
result := CreateSoundEffect(sfx, eap.audioContext, volume, loop) // TODO: Split
result := CreateSoundEffect(sfx, eap.audioContext, loop)
result.volumeScale = volume
result.SetVolume(volume)
return result, nil
}

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@ -16,7 +16,11 @@ type panStream struct {
pan float64 // -1: left; 0: center; 1: right
}
func NewPanStreamFromReader(src audio.ReadSeekCloser) *panStream {
const (
bitsPerByte = 8
)
func newPanStreamFromReader(src audio.ReadSeekCloser) *panStream {
return &panStream{
ReadSeekCloser: src,
pan: 0,
@ -33,13 +37,13 @@ func (s *panStream) Read(p []byte) (n int, err error) {
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)
lc := int16(float64(int16(p[i])|int16(p[i+1])<<bitsPerByte) * ls)
rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<bitsPerByte) * rs)
p[i] = byte(lc)
p[i+1] = byte(lc >> 8)
p[i+1] = byte(lc >> bitsPerByte)
p[i+2] = byte(rc)
p[i+3] = byte(rc >> 8)
p[i+3] = byte(rc >> bitsPerByte)
}
return
@ -53,7 +57,7 @@ type SoundEffect struct {
}
// CreateSoundEffect creates a new instance of ebiten's sound effect implementation.
func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop bool) *SoundEffect {
func CreateSoundEffect(sfx string, context *audio.Context, loop bool) *SoundEffect {
result := &SoundEffect{}
soundFile := "/data/global/sfx/"
@ -85,10 +89,10 @@ func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop
if loop {
s := audio.NewInfiniteLoop(d, d.Length())
result.panStream = NewPanStreamFromReader(s)
result.panStream = newPanStreamFromReader(s)
player, err = audio.NewPlayer(context, result.panStream)
} else {
result.panStream = NewPanStreamFromReader(d)
result.panStream = newPanStreamFromReader(d)
player, err = audio.NewPlayer(context, result.panStream)
}
@ -96,22 +100,22 @@ func CreateSoundEffect(sfx string, context *audio.Context, volume float64, loop
log.Fatal(err)
}
result.volumeScale = volume
player.SetVolume(volume)
result.player = player
return result
}
// SetPan sets the audio pan, left is -1.0, center is 0.0, right is 1.0
func (v *SoundEffect) SetPan(pan float64) {
v.panStream.pan = pan
}
// SetVolume ets the volume
func (v *SoundEffect) SetVolume(volume float64) {
v.player.SetVolume(volume * v.volumeScale)
}
// IsPlaying returns a bool for whether or not the sound is currently playing
func (v *SoundEffect) IsPlaying() bool {
return v.player.IsPlaying()
}

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@ -71,7 +71,7 @@ func (s *Sound) Play() {
s.volume = 0
s.state = envAttack
s.vTarget = float64(s.entry.Volume) / volMax
s.vRate = (s.vTarget / (float64(s.entry.FadeIn) / originalFPS))
s.vRate = s.vTarget / (float64(s.entry.FadeIn) / originalFPS)
} else {
s.volume = float64(s.entry.Volume) / volMax
s.effect.SetVolume(s.volume)
@ -84,7 +84,7 @@ func (s *Sound) Stop() {
if s.entry.FadeOut != 0 {
s.state = envRelease
s.vTarget = 0
s.vRate = (s.volume / (float64(s.entry.FadeOut) / originalFPS))
s.vRate = s.volume / (float64(s.entry.FadeOut) / originalFPS)
} else {
s.state = envStopped
s.volume = 0
@ -95,10 +95,10 @@ func (s *Sound) Stop() {
// SoundEngine provides functions for playing sounds
type SoundEngine struct {
provider d2interface.AudioProvider
timer float64
accTime float64
sounds map[*Sound]struct{}
provider d2interface.AudioProvider
timer float64
accTime float64
sounds map[*Sound]struct{}
}
// NewSoundEngine creates a new sound engine

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@ -6,6 +6,9 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
)
const assumedFPS = 25
// SoundEnvironment represents the audio environment for map areas
type SoundEnvironment struct {
environment *d2datadict.SoundEnvironRecord
engine *SoundEngine
@ -14,6 +17,7 @@ type SoundEnvironment struct {
eventTimer float64
}
// NewSoundEnvironment creates a SoundEnvironment using the given SoundEngine
func NewSoundEnvironment(soundEngine *SoundEngine) SoundEnvironment {
r := SoundEnvironment{
// Start with env NONE
@ -24,9 +28,10 @@ func NewSoundEnvironment(soundEngine *SoundEngine) SoundEnvironment {
return r
}
func (s *SoundEnvironment) SetEnv(environment int) {
if s.environment.Index != environment {
newEnv := d2datadict.SoundEnvirons[environment]
// SetEnv sets the sound environment using the given record index
func (s *SoundEnvironment) SetEnv(environmentIdx int) {
if s.environment.Index != environmentIdx {
newEnv := d2datadict.SoundEnvirons[environmentIdx]
if s.environment.Song != newEnv.Song {
if s.bgm != nil {
@ -48,10 +53,11 @@ func (s *SoundEnvironment) SetEnv(environment int) {
}
}
// Advance advances the sound engine and plays sounds when necessary
func (s *SoundEnvironment) Advance(elapsed float64) {
s.eventTimer -= elapsed
if s.eventTimer < 0 {
s.eventTimer = float64(s.environment.EventDelay) / 25
s.eventTimer = float64(s.environment.EventDelay) / assumedFPS
snd := s.engine.PlaySoundID(s.environment.DayEvent)
if snd != nil {