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//! Distinct audio playback channels for music and sound effects
//!
//! Voxygen's audio system uses a limited number of channels to play multiple
//! sounds simultaneously. Each additional channel used decreases performance
//! in-game, so the amount of channels utilized should be kept to a minimum.
//!
//! When constructing a new [`AudioFrontend`](../struct.AudioFrontend.html), two
//! music channels are created internally (to achieve crossover fades) while the
//! number of sfx channels are determined by the `num_sfx_channels` value
//! defined in the client
//! [`AudioSettings`](../../settings/struct.AudioSettings.html)
//!
//! When the AudioFrontend's
//! [`emit_sfx`](../struct.AudioFrontend.html#method.emit_sfx)
//! methods is called, it attempts to retrieve an SfxChannel for playback. If
//! the channel capacity has been reached and all channels are occupied, a
//! warning is logged, and no sound is played.
use crate::audio::{
fader::{FadeDirection, Fader},
Listener,
};
use rodio::{cpal::FromSample, OutputStreamHandle, Sample, Sink, Source, SpatialSink};
use serde::Deserialize;
use std::time::Instant;
use strum::EnumIter;
use tracing::warn;
use vek::*;
#[derive(PartialEq, Clone, Copy)]
enum ChannelState {
Playing,
Fading,
Stopped,
}
/// Each `MusicChannel` has a `MusicChannelTag` which help us determine when we
/// should transition between two types of in-game music. For example, we
/// transition between `TitleMusic` and `Exploration` when a player enters the
/// world by crossfading over a slow duration. In the future, transitions in the
/// world such as `Exploration` -> `BossBattle` would transition more rapidly.
#[derive(PartialEq, Clone, Copy, Hash, Eq, Deserialize)]
pub enum MusicChannelTag {
TitleMusic,
Exploration,
Combat,
}
/// A MusicChannel uses a non-positional audio sink designed to play music which
/// is always heard at the player's position.
///
/// See also: [`Rodio::Sink`](https://docs.rs/rodio/0.11.0/rodio/struct.Sink.html)
pub struct MusicChannel {
tag: MusicChannelTag,
sink: Sink,
state: ChannelState,
fader: Fader,
}
impl MusicChannel {
pub fn new(stream: &OutputStreamHandle) -> Self {
let new_sink = Sink::try_new(stream);
match new_sink {
Ok(sink) => Self {
sink,
tag: MusicChannelTag::TitleMusic,
state: ChannelState::Stopped,
fader: Fader::default(),
},
Err(_) => {
warn!("Failed to create a rodio sink. May not play sounds.");
Self {
sink: Sink::new_idle().0,
tag: MusicChannelTag::TitleMusic,
state: ChannelState::Stopped,
fader: Fader::default(),
}
},
}
}
/// Play a music track item on this channel. If the channel has an existing
/// track playing, the new sounds will be appended and played once they
/// complete. Otherwise it will begin playing immediately.
pub fn play<S>(&mut self, source: S, tag: MusicChannelTag)
where
S: Source + Send + 'static,
S::Item: Sample,
S::Item: Send,
<S as Iterator>::Item: std::fmt::Debug,
f32: FromSample<<S as Iterator>::Item>,
{
self.tag = tag;
self.sink.append(source);
self.state = if !self.fader.is_finished() {
ChannelState::Fading
} else {
ChannelState::Playing
};
}
/// Stop whatever is playing on a given music channel
pub fn stop(&mut self, tag: MusicChannelTag) {
self.tag = tag;
self.sink.stop();
}
/// Set the volume of the current channel. If the channel is currently
/// fading, the volume of the fader is updated to this value.
pub fn set_volume(&mut self, volume: f32) {
if !self.fader.is_finished() {
self.fader.update_target_volume(volume);
} else {
self.sink.set_volume(volume);
}
}
/// Set a fader for the channel. If a fader exists already, it is replaced.
/// If the channel has not begun playing, and the fader is set to fade in,
/// we set the volume of the channel to the initial volume of the fader so
/// that the volumes match when playing begins.
pub fn set_fader(&mut self, fader: Fader) {
self.fader = fader;
self.state = ChannelState::Fading;
if self.state == ChannelState::Stopped && fader.direction() == FadeDirection::In {
self.sink.set_volume(fader.get_volume());
}
}
/// Returns true if either the channels sink reports itself as empty (no
/// more sounds in the queue) or we have forcibly set the channels state to
/// the 'Stopped' state
pub fn is_done(&self) -> bool { self.sink.empty() || self.state == ChannelState::Stopped }
pub fn get_tag(&self) -> MusicChannelTag { self.tag }
/// Maintain the fader attached to this channel. If the channel is not
/// fading, no action is taken.
pub fn maintain(&mut self, dt: std::time::Duration) {
if self.state == ChannelState::Fading {
self.fader.update(dt);
self.sink.set_volume(self.fader.get_volume());
if self.fader.is_finished() {
match self.fader.direction() {
FadeDirection::Out => {
self.state = ChannelState::Stopped;
self.sink.stop();
},
FadeDirection::In => {
self.state = ChannelState::Playing;
},
}
}
}
}
}
/// AmbientChannelTags are used for non-positional sfx. Currently the only use
/// is for wind.
#[derive(Debug, PartialEq, Eq, Clone, Copy, Deserialize, EnumIter)]
pub enum AmbientChannelTag {
Wind,
Rain,
Thunder,
Leaves,
Cave,
}
/// A AmbientChannel uses a non-positional audio sink designed to play sounds
/// which are always heard at the camera's position.
pub struct AmbientChannel {
tag: AmbientChannelTag,
pub multiplier: f32,
sink: Sink,
pub began_playing: Instant,
pub next_track_change: f32,
}
impl AmbientChannel {
pub fn new(stream: &OutputStreamHandle, tag: AmbientChannelTag, multiplier: f32) -> Self {
let new_sink = Sink::try_new(stream);
match new_sink {
Ok(sink) => Self {
tag,
multiplier,
sink,
began_playing: Instant::now(),
next_track_change: 0.0,
},
Err(_) => {
warn!("Failed to create rodio sink. May not play ambient sounds.");
Self {
tag,
multiplier,
sink: Sink::new_idle().0,
began_playing: Instant::now(),
next_track_change: 0.0,
}
},
}
}
pub fn play<S>(&mut self, source: S)
where
S: Source + Send + 'static,
S::Item: Sample,
S::Item: Send,
<S as Iterator>::Item: std::fmt::Debug,
f32: FromSample<<S as Iterator>::Item>,
{
self.sink.append(source);
}
pub fn stop(&mut self) { self.sink.stop(); }
pub fn set_volume(&mut self, volume: f32) { self.sink.set_volume(volume * self.multiplier); }
// pub fn get_volume(&mut self) -> f32 { self.sink.volume() }
pub fn get_tag(&self) -> AmbientChannelTag { self.tag }
// pub fn set_tag(&mut self, tag: AmbientChannelTag) { self.tag = tag }
}
/// An SfxChannel uses a positional audio sink, and is designed for short-lived
/// audio which can be spatially controlled, but does not need control over
/// playback or fading/transitions
///
/// See also: [`Rodio::SpatialSink`](https://docs.rs/rodio/0.11.0/rodio/struct.SpatialSink.html)
pub struct SfxChannel {
sink: SpatialSink,
pub pos: Vec3<f32>,
}
impl SfxChannel {
pub fn new(stream: &OutputStreamHandle) -> Self {
Self {
sink: SpatialSink::try_new(stream, [0.0; 3], [1.0, 0.0, 0.0], [-1.0, 0.0, 0.0])
.unwrap(),
pos: Vec3::zero(),
}
}
pub fn play<S>(&mut self, source: S)
where
S: Source + Send + 'static,
S::Item: Sample,
S::Item: Send,
<S as Iterator>::Item: std::fmt::Debug,
f32: FromSample<<S as Iterator>::Item>,
{
self.sink.append(source);
}
/// Same as SfxChannel::play but with the source passed through
/// a low pass filter at 300 Hz
pub fn play_with_low_pass_filter<S>(&mut self, source: S, freq: u32)
where
S: Sized + Send + 'static,
S: Source<Item = f32>,
{
let source = source.low_pass(freq);
self.sink.append(source);
}
pub fn set_volume(&mut self, volume: f32) { self.sink.set_volume(volume); }
pub fn stop(&mut self) { self.sink.stop(); }
pub fn is_done(&self) -> bool { self.sink.empty() }
pub fn set_pos(&mut self, pos: Vec3<f32>) { self.pos = pos; }
pub fn update(&mut self, listener: &Listener) {
const FALLOFF: f32 = 0.13;
self.sink
.set_emitter_position(((self.pos - listener.pos) * FALLOFF).into_array());
self.sink
.set_left_ear_position(listener.ear_left_rpos.into_array());
self.sink
.set_right_ear_position(listener.ear_right_rpos.into_array());
}
}
/// An UiChannel uses a non-spatial audio sink, and is designed for short-lived
/// audio which is not spatially controlled, but does not need control over
/// playback or fading/transitions
///
/// See also: [`Rodio::Sink`](https://docs.rs/rodio/0.11.0/rodio/struct.Sink.html)
pub struct UiChannel {
sink: Sink,
}
impl UiChannel {
pub fn new(stream: &OutputStreamHandle) -> Self {
Self {
sink: Sink::try_new(stream).unwrap(),
}
}
pub fn play<S>(&mut self, source: S)
where
S: Source + Send + 'static,
S::Item: Sample,
S::Item: Send,
<S as Iterator>::Item: std::fmt::Debug,
f32: FromSample<<S as Iterator>::Item>,
{
self.sink.append(source);
}
pub fn set_volume(&mut self, volume: f32) { self.sink.set_volume(volume); }
pub fn stop(&mut self) { self.sink.stop(); }
pub fn is_done(&self) -> bool { self.sink.empty() }
}