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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-27 01:25:35 +00:00
OpenDiablo2/d2core/d2audio/sound_environment.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00

69 lines
1.6 KiB
Go

package d2audio
import (
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
)
const assumedFPS = 25
// SoundEnvironment represents the audio environment for map areas
type SoundEnvironment struct {
environment *d2records.SoundEnvironRecord
engine *SoundEngine
bgm *Sound
ambiance *Sound
eventTimer float64
}
// NewSoundEnvironment creates a SoundEnvironment using the given SoundEngine
func NewSoundEnvironment(soundEngine *SoundEngine) SoundEnvironment {
r := SoundEnvironment{
// Start with env NONE
environment: soundEngine.asset.Records.Sound.Environment[0],
engine: soundEngine,
}
return r
}
// SetEnv sets the sound environment using the given record index
func (s *SoundEnvironment) SetEnv(environmentIdx int) {
if s.environment.Index != environmentIdx {
newEnv := s.engine.asset.Records.Sound.Environment[environmentIdx]
if s.environment.Song != newEnv.Song {
if s.bgm != nil {
s.bgm.Stop()
}
s.bgm = s.engine.PlaySoundID(newEnv.Song)
}
if s.environment.DayAmbience != newEnv.DayAmbience {
if s.ambiance != nil {
s.ambiance.Stop()
}
s.ambiance = s.engine.PlaySoundID(newEnv.DayAmbience)
}
s.environment = newEnv
}
}
// 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) / assumedFPS
snd := s.engine.PlaySoundID(s.environment.DayEvent)
if snd != nil {
pan := (rand.Float64() * 2) - 1
snd.SetPan(pan)
}
}
}