mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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854fce3b14
* export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
173 lines
3.6 KiB
Go
173 lines
3.6 KiB
Go
// Package ebiten contains ebiten's implementation of the audio interface
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package ebiten
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/hajimehoshi/ebiten/audio"
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"github.com/hajimehoshi/ebiten/audio/wav"
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)
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const sampleRate = 44100
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var _ d2interface.AudioProvider = &AudioProvider{} // Static check to confirm struct conforms to interface
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// CreateAudio creates an instance of ebiten's audio provider
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func CreateAudio(am *d2asset.AssetManager) (*AudioProvider, error) {
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result := &AudioProvider{
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assetManager: am,
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}
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var err error
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result.audioContext, err = audio.NewContext(sampleRate)
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if err != nil {
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log.Fatal(err)
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return nil, err
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}
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return result, nil
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}
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// AudioProvider represents a provider capable of playing audio
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type AudioProvider struct {
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assetManager *d2asset.AssetManager
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audioContext *audio.Context // The Audio context
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bgmAudio *audio.Player // The audio player
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lastBgm string
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sfxVolume float64
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bgmVolume float64
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}
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// PlayBGM loads an audio stream and plays it in the background
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func (eap *AudioProvider) PlayBGM(song string) {
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if eap.lastBgm == song {
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return
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}
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eap.lastBgm = song
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if song == "" && eap.bgmAudio != nil && eap.bgmAudio.IsPlaying() {
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_ = eap.bgmAudio.Pause()
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return
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}
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if eap.bgmAudio != nil {
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err := eap.bgmAudio.Close()
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if err != nil {
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log.Panic(err)
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}
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}
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audioStream, err := eap.assetManager.LoadFileStream(song)
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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(eap.audioContext, audioStream)
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if err != nil {
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log.Fatal(err)
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}
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s := audio.NewInfiniteLoop(d, d.Length())
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eap.bgmAudio, err = audio.NewPlayer(eap.audioContext, s)
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if err != nil {
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log.Fatal(err)
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}
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eap.bgmAudio.SetVolume(eap.bgmVolume)
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// Play the infinite-length stream. This never ends.
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err = eap.bgmAudio.Rewind()
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if err != nil {
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panic(err)
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}
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err = eap.bgmAudio.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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// LoadSound loads a sound affect so that it canb e played
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func (eap *AudioProvider) LoadSound(sfx string, loop, bgm bool) (d2interface.SoundEffect, error) {
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volume := eap.sfxVolume
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if bgm {
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volume = eap.bgmVolume
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}
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result := eap.createSoundEffect(sfx, eap.audioContext, loop)
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result.volumeScale = volume
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result.SetVolume(volume)
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return result, nil
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}
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// SetVolumes sets the volumes of the audio provider
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func (eap *AudioProvider) SetVolumes(bgmVolume, sfxVolume float64) {
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eap.sfxVolume = sfxVolume
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eap.bgmVolume = bgmVolume
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}
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// createSoundEffect creates a new instance of ebiten's sound effect implementation.
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func (eap *AudioProvider) createSoundEffect(sfx string, context *audio.Context,
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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 := eap.assetManager.LoadFileStream(soundFile)
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if err != nil {
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audioData, err = eap.assetManager.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.player = player
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return result
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}
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