Hook up the first UI sound, make it play.
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b30be913c0
commit
5423f76e25
5 changed files with 89 additions and 20 deletions
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@ -5,6 +5,7 @@
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#include "base/timeutil.h"
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#include "file/chunk_file.h"
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#include "file/vfs.h"
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#include "ui/root.h"
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#include "Common/CommonTypes.h"
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#include "Core/HW/SimpleAudioDec.h"
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@ -260,10 +261,12 @@ BackgroundAudio::Sample *BackgroundAudio::LoadSample(const std::string &path) {
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return nullptr;
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}
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WavData wave;
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wave.Read(RIFFReader(data, (int)bytes));
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RIFFReader reader(data, (int)bytes);
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if (wave.num_channels != 2) {
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WavData wave;
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wave.Read(reader);
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if (wave.num_channels != 2 || wave.sample_rate != 44100 || wave.raw_bytes_per_frame_ != 4) {
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ELOG("Wave format not supported for mixer playback. Must be 16-bit raw stereo. '%s'", path.c_str());
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return nullptr;
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}
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@ -279,10 +282,23 @@ void BackgroundAudio::LoadSamples() {
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samples_[(size_t)MenuSFX::BACK] = std::unique_ptr<Sample>(LoadSample("sfx_back.wav"));
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samples_[(size_t)MenuSFX::SELECT] = std::unique_ptr<Sample>(LoadSample("sfx_select.wav"));
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samples_[(size_t)MenuSFX::CONFIRM] = std::unique_ptr<Sample>(LoadSample("sfx_confirm.wav"));
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UI::SetSoundCallback([](UI::UISound sound) {
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MenuSFX sfx;
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switch (sound) {
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case UI::UISound::BACK: sfx = MenuSFX::BACK; break;
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case UI::UISound::CONFIRM: sfx = MenuSFX::CONFIRM; break;
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case UI::UISound::SELECT: sfx = MenuSFX::SELECT; break;
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default: return;
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}
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g_BackgroundAudio.PlaySFX(sfx);
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});
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}
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void BackgroundAudio::PlaySFX(MenuSFX sfx) {
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plays_.push_back(PlayInstance{ sfx, 0 });
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std::lock_guard<std::mutex> lock(g_bgMutex);
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plays_.push_back(PlayInstance{ sfx, 0, 64, false });
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}
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void BackgroundAudio::Clear(bool hard) {
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@ -332,34 +348,59 @@ int BackgroundAudio::Play() {
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}
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double now = time_now_d();
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int sz = lastPlaybackTime <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime) * 44100);
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sz = std::min(BUFSIZE / 2, sz);
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if (at3Reader) {
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int sz = lastPlaybackTime <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime) * 44100);
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sz = std::min(BUFSIZE / 2, sz);
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if (sz >= 16) {
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if (at3Reader->Read(buffer, sz)) {
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if (!fadingOut) {
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__PushExternalAudio(buffer, sz);
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} else {
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if (fadingOut) {
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for (int i = 0; i < sz*2; i += 2) {
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buffer[i] *= volume;
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buffer[i + 1] *= volume;
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volume += delta;
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}
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__PushExternalAudio(buffer, sz);
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if (volume <= 0.0f) {
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Clear(true);
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fadingOut = false;
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gameLastChanged = 0;
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}
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}
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}
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lastPlaybackTime = now;
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}
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} else {
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__PushExternalAudio(0, 0);
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lastPlaybackTime = now;
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for (int i = 0; i < sz * 2; i += 2) {
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buffer[i] = 0;
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buffer[i + 1] = 0;
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}
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}
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// Mix in menu sound effects
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if (!plays_.empty()) {
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for (int i = 0; i < sz * 2; i += 2) {
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std::vector<PlayInstance>::iterator iter = plays_.begin();
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while (iter != plays_.end()) {
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PlayInstance inst = *iter;
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auto sample = samples_[(int)inst.sound].get();
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if (iter->offset >= sample->length_) {
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iter->done = true;
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iter = plays_.erase(iter);
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} else {
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if (!iter->done) {
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buffer[i] += sample->data_[inst.offset * 2] * inst.volume >> 8;
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buffer[i + 1] += sample->data_[inst.offset * 2 + 1] * inst.volume >> 8;
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}
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iter->offset++;
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iter++;
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}
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}
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}
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}
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__PushExternalAudio(buffer, sz);
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if (at3Reader && fadingOut && volume <= 0.0f) {
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Clear(true);
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fadingOut = false;
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gameLastChanged = 0;
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}
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lastPlaybackTime = now;
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return 0;
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}
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