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//! Handles music playback and transitions
//!
//! Game music is controlled though a configuration file found in the source at
//! `/assets/voxygen/audio/soundtrack.ron`. Each track enabled in game has a
//! configuration corresponding to the
//! [`SoundtrackItem`](struct.SoundtrackItem.html) format, as well as the
//! corresponding `.ogg` file in the `/assets/voxygen/audio/soundtrack/`
//! directory.
//!
//! If there are errors while reading or deserialising the configuration file, a
//! warning is logged and music will be disabled.
//!
//! ## Adding new music
//!
//! To add a new item, append the details to the audio configuration file, and
//! add the audio file (in `.ogg` format) to the assets directory.
//!
//! The `length` should be provided in seconds. This allows us to know when to
//! transition to another track, without having to spend time determining track
//! length programmatically.
//!
//! An example of a new night time track:
//! ```text
//! (
//! title: "Sleepy Song",
//! path: "voxygen.audio.soundtrack.sleepy",
//! length: 400.0,
//! timing: Some(Night),
//! biomes: [
//! (Forest, 1),
//! (Grassland, 2),
//! ],
//! site: None,
//! activity: Explore,
//! artist: "Elvis",
//! ),
//! ```
//!
//! Before sending an MR for your new track item:
//! - Be conscious of the file size for your new track. Assets contribute to
//! download sizes
//! - Ensure that the track is mastered to a volume proportionate to other music
//! tracks
//! - If you are not the author of the track, ensure that the song's licensing
//! permits usage of the track for non-commercial use
use crate::audio::{AudioFrontend, MusicChannelTag};
use client::Client;
use common::{
assets::{self, AssetExt, AssetHandle},
calendar::{Calendar, CalendarEvent},
terrain::{BiomeKind, SiteKindMeta},
weather::WeatherKind,
};
use common_state::State;
use hashbrown::HashMap;
use kira::clock::ClockTime;
use rand::{prelude::SliceRandom, rngs::ThreadRng, thread_rng, Rng};
use serde::Deserialize;
use tracing::{debug, trace, warn};
/// Collection of all the tracks
#[derive(Debug, Deserialize)]
struct SoundtrackCollection<T> {
/// List of tracks
tracks: Vec<T>,
}
impl<T> Default for SoundtrackCollection<T> {
fn default() -> Self { Self { tracks: Vec::new() } }
}
/// Configuration for a single music track in the soundtrack
#[derive(Clone, Debug, Deserialize)]
pub struct SoundtrackItem {
/// Song title
title: String,
/// File path to asset
path: String,
/// Length of the track in seconds
length: f32,
loop_points: Option<(f32, f32)>,
/// Whether this track should play during day or night
timing: Option<DayPeriod>,
/// Whether this track should play during a certain weather
weather: Option<WeatherKind>,
/// What biomes this track should play in with chance of play
biomes: Vec<(BiomeKind, u8)>,
/// Whether this track should play in a specific site
sites: Vec<SiteKindMeta>,
/// What the player is doing when the track is played (i.e. exploring,
/// combat)
music_state: MusicState,
/// What activity to override the activity state with, if any (e.g. to make
/// a long combat intro also act like the loop for the purposes of outro
/// transitions)
#[serde(default)]
activity_override: Option<MusicActivity>,
/// Song artist and website
artist: (String, Option<String>),
}
#[derive(Clone, Debug, Deserialize)]
enum RawSoundtrackItem {
Individual(SoundtrackItem),
Segmented {
title: String,
timing: Option<DayPeriod>,
weather: Option<WeatherKind>,
biomes: Vec<(BiomeKind, u8)>,
sites: Vec<SiteKindMeta>,
segments: Vec<(String, f32, MusicState, Option<MusicActivity>)>,
loop_points: (f32, f32),
artist: (String, Option<String>),
},
}
#[derive(Clone, Copy, Debug, Deserialize, PartialEq)]
enum CombatIntensity {
Low,
High,
}
#[derive(Clone, Copy, Debug, Deserialize, PartialEq)]
enum MusicActivity {
Explore,
Combat(CombatIntensity),
}
#[derive(Clone, Copy, Debug, Deserialize, PartialEq)]
enum MusicState {
Activity(MusicActivity),
Transition(MusicActivity, MusicActivity),
}
/// Allows control over when a track should play based on in-game time of day
#[derive(Clone, Debug, Deserialize, PartialEq)]
enum DayPeriod {
/// 8:00 AM to 7:30 PM
Day,
/// 7:31 PM to 6:59 AM
Night,
}
/// Provides methods to control music playback
pub struct MusicMgr {
/// Collection of all the tracks
soundtrack: SoundtrackCollection<SoundtrackItem>,
/// Instant at which the current track began playing
began_playing: Option<ClockTime>,
/// Instant at which the current track should stop
song_end: Option<ClockTime>,
/// Time until the next track should be played after a track ends
gap_length: f32,
/// Time remaining for gap
gap_time: f64,
/// The title of the last track played. Used to prevent a track
/// being played twice in a row
last_track: String,
last_combat_track: String,
/// Time of the last interrupt (to avoid rapid switching)
last_interrupt_attempt: Option<ClockTime>,
/// The previous track's activity kind, for transitions
last_activity: MusicState,
// For debug menu
current_track: String,
current_artist: String,
track_length: f32,
loop_points: Option<(f32, f32)>,
}
#[derive(Deserialize)]
pub struct MusicTransitionManifest {
/// Within what radius do enemies count towards combat music?
combat_nearby_radius: f32,
/// Each multiple of this factor that an enemy has health counts as an extra
/// enemy
combat_health_factor: f32,
/// How many nearby enemies trigger High combat music
combat_nearby_high_thresh: u32,
/// How many nearby enemies trigger Low combat music
combat_nearby_low_thresh: u32,
/// Fade in and fade out timings for transitions between channels
pub fade_timings: HashMap<(MusicChannelTag, MusicChannelTag), (f32, f32)>,
/// How many seconds between interrupt checks
pub interrupt_delay: f32,
}
impl Default for MusicTransitionManifest {
fn default() -> MusicTransitionManifest {
MusicTransitionManifest {
combat_nearby_radius: 40.0,
combat_health_factor: 100.0,
combat_nearby_high_thresh: 3,
combat_nearby_low_thresh: 1,
fade_timings: HashMap::new(),
interrupt_delay: 5.0,
}
}
}
impl assets::Asset for MusicTransitionManifest {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
fn time_f64(clock_time: ClockTime) -> f64 { clock_time.ticks as f64 + clock_time.fraction }
impl MusicMgr {
pub fn new(calendar: &Calendar) -> Self {
Self {
soundtrack: Self::load_soundtrack_items(calendar),
began_playing: None,
song_end: None,
gap_length: 0.0,
gap_time: -1.0,
last_track: String::from("None"),
last_combat_track: String::from("None"),
last_interrupt_attempt: None,
last_activity: MusicState::Activity(MusicActivity::Explore),
current_track: String::from("None"),
current_artist: String::from("None"),
track_length: 0.0,
loop_points: None,
}
}
/// Checks whether the previous track has completed. If so, sends a
/// request to play the next (random) track
pub fn maintain(&mut self, audio: &mut AudioFrontend, state: &State, client: &Client) {
use common::comp::{group::ENEMY, Group, Health, Pos};
use specs::{Join, WorldExt};
if !audio.music_enabled() || audio.get_clock().is_none() || audio.get_clock_time().is_none()
{
return;
}
let mut activity_state = MusicActivity::Explore;
let player = client.entity();
let ecs = state.ecs();
let entities = ecs.entities();
let positions = ecs.read_component::<Pos>();
let healths = ecs.read_component::<Health>();
let groups = ecs.read_component::<Group>();
let mtm = audio.mtm.read();
let mut rng = thread_rng();
if audio.combat_music_enabled {
if let Some(player_pos) = positions.get(player) {
// TODO: `group::ENEMY` will eventually be moved server-side with an
// alignment/faction rework, so this will need an alternative way to measure
// "in-combat-ness"
let num_nearby_entities: u32 = (&entities, &positions, &healths, &groups)
.join()
.map(|(entity, pos, health, group)| {
if entity != player
&& group == &ENEMY
&& (player_pos.0 - pos.0).magnitude_squared()
< mtm.combat_nearby_radius.powf(2.0)
{
(health.maximum() / mtm.combat_health_factor).ceil() as u32
} else {
0
}
})
.sum();
if num_nearby_entities >= mtm.combat_nearby_high_thresh {
activity_state = MusicActivity::Combat(CombatIntensity::High);
} else if num_nearby_entities >= mtm.combat_nearby_low_thresh {
activity_state = MusicActivity::Combat(CombatIntensity::Low);
}
}
}
// Override combat music with explore music if the player is dead
if let Some(health) = healths.get(player) {
if health.is_dead {
activity_state = MusicActivity::Explore;
}
}
let mut music_state = match self.last_activity {
MusicState::Activity(prev) => {
if prev != activity_state {
MusicState::Transition(prev, activity_state)
} else {
MusicState::Activity(activity_state)
}
},
MusicState::Transition(_, next) => {
warn!("Transitioning: {:?}", self.last_activity);
MusicState::Activity(next)
},
};
let now = audio.get_clock_time().unwrap();
let began_playing = *self.began_playing.get_or_insert(now);
let last_interrupt_attempt = *self.last_interrupt_attempt.get_or_insert(now);
let song_end = *self.song_end.get_or_insert(now);
let mut time_since_began_playing = time_f64(now) - time_f64(began_playing);
// TODO: Instead of a constant tick, make this a timer that starts only when
// combat might end, providing a proper "buffer".
// interrupt_delay dictates the time between attempted interrupts
let interrupt = matches!(music_state, MusicState::Transition(_, _))
&& time_f64(now) - time_f64(last_interrupt_attempt) > mtm.interrupt_delay as f64;
// Hack to end combat music since there is currently nothing that detects
// transitions away
if matches!(
music_state,
MusicState::Transition(
MusicActivity::Combat(CombatIntensity::High),
MusicActivity::Explore
)
) {
music_state = MusicState::Activity(MusicActivity::Explore)
}
if audio.music_enabled()
&& !self.soundtrack.tracks.is_empty()
&& (time_since_began_playing
> time_f64(song_end) - time_f64(began_playing) // Amount of time between when the song ends and when it began playing
|| interrupt)
{
time_since_began_playing = time_f64(now) - time_f64(began_playing);
if time_since_began_playing > self.track_length as f64
&& self.last_activity
!= MusicState::Activity(MusicActivity::Combat(CombatIntensity::High))
{
self.current_track = String::from("None");
self.current_artist = String::from("None");
}
if interrupt {
self.last_interrupt_attempt = Some(now);
if let Ok(next_activity) =
self.play_random_track(audio, state, client, &music_state, &mut rng)
{
trace!(
"pre-play_random_track: {:?} {:?}",
self.last_activity, music_state
);
self.last_activity = next_activity;
}
} else if music_state == MusicState::Activity(MusicActivity::Explore)
|| music_state
== MusicState::Transition(
MusicActivity::Explore,
MusicActivity::Combat(CombatIntensity::High),
)
{
// If current state is Explore, insert a gap now.
if self.gap_time == 0.0 {
self.gap_length = self.generate_silence_between_tracks(
audio.music_spacing,
client,
&music_state,
&mut rng,
);
self.gap_time = self.gap_length as f64;
self.song_end = audio.get_clock_time();
} else if self.gap_time < 0.0 {
// Gap time is up, play a track
// Hack to make combat situations not cancel explore music
if music_state
== MusicState::Transition(
MusicActivity::Explore,
MusicActivity::Combat(CombatIntensity::High),
)
{
music_state = MusicState::Activity(MusicActivity::Explore)
}
if let Ok(next_activity) =
self.play_random_track(audio, state, client, &music_state, &mut rng)
{
self.last_activity = next_activity;
self.gap_time = 0.0;
self.gap_length = 0.0;
}
}
} else if music_state
== MusicState::Activity(MusicActivity::Combat(CombatIntensity::High))
{
// Keep playing! The track should loop automatically.
self.began_playing = Some(now);
self.song_end = Some(ClockTime::from_ticks_f64(
audio.get_clock().unwrap().id(),
time_f64(now) + self.loop_points.unwrap_or((0.0, 0.0)).1 as f64
- self.loop_points.unwrap_or((0.0, 0.0)).0 as f64,
));
} else {
trace!(
"pre-play_random_track: {:?} {:?}",
self.last_activity, music_state
);
}
} else {
if self.began_playing.is_none() {
self.began_playing = Some(now)
}
if self.soundtrack.tracks.is_empty() {
warn!("No tracks available to play")
}
}
if time_since_began_playing > self.track_length as f64 {
// Time remaining = Max time - (current time - time song ended)
self.gap_time = (self.gap_length as f64) - (time_f64(now) - time_f64(song_end));
}
}
fn play_random_track(
&mut self,
audio: &mut AudioFrontend,
state: &State,
client: &Client,
music_state: &MusicState,
rng: &mut ThreadRng,
) -> Result<MusicState, String> {
let is_dark = state.get_day_period().is_dark();
let current_period_of_day = Self::get_current_day_period(is_dark);
let current_weather = client.weather_at_player();
let current_biome = client.current_biome();
let current_site = client.current_site();
// Filter the soundtrack in stages, so that we don't overprune it if there are
// too many constraints. Returning Err(()) signals that we couldn't find
// an appropriate track for the current state, and hence the state
// machine for the activity shouldn't be updated.
// First, filter out tracks not matching the timing, site, biome, and current
// activity
let mut maybe_tracks = self
.soundtrack
.tracks
.iter()
.filter(|track| {
(match &track.timing {
Some(period_of_day) => period_of_day == ¤t_period_of_day,
None => true,
}) && match &track.weather {
Some(weather) => weather == ¤t_weather.get_kind(),
None => true,
}
})
.filter(|track| track.sites.iter().any(|s| s == ¤t_site))
.filter(|track| {
track.biomes.is_empty() || track.biomes.iter().any(|b| b.0 == current_biome)
})
.filter(|track| &track.music_state == music_state)
.collect::<Vec<&SoundtrackItem>>();
if maybe_tracks.is_empty() {
let error_string = format!(
"No tracks for {:?}, {:?}, {:?}, {:?}, {:?}",
¤t_period_of_day,
¤t_weather,
¤t_site,
¤t_biome,
&music_state
);
return Err(error_string);
}
// Second, prevent playing the last track (when not in combat, because then it
// needs to loop)
if matches!(
music_state,
&MusicState::Activity(MusicActivity::Combat(CombatIntensity::High))
| &MusicState::Transition(
MusicActivity::Combat(CombatIntensity::High),
MusicActivity::Explore
)
) {
let filtered_tracks: Vec<_> = maybe_tracks
.iter()
.filter(|track| track.title.eq(&self.last_track))
.copied()
.collect();
if !filtered_tracks.is_empty() {
maybe_tracks = filtered_tracks;
}
} else {
let filtered_tracks: Vec<_> = maybe_tracks
.iter()
.filter(|track| !track.title.eq(&self.last_track))
.filter(|track| !track.title.eq(&self.last_combat_track))
.copied()
.collect();
if !filtered_tracks.is_empty() {
maybe_tracks = filtered_tracks;
}
}
// Randomly selects a track from the remaining tracks weighted based
// on the biome
let new_maybe_track = maybe_tracks.choose_weighted(rng, |track| {
// If no biome is listed, the song is still added to the
// rotation to allow for site specific songs to play
// in any biome
track
.biomes
.iter()
.find(|b| b.0 == current_biome)
.map_or(1.0, |b| (1.0_f32 / (b.1 as f32)))
});
debug!(
"selecting new track for {:?}: {:?}",
music_state, new_maybe_track
);
if let Ok(track) = new_maybe_track {
let now = audio.get_clock_time().unwrap();
// println!("Now playing {:?}", track.title);
self.last_track = String::from(&track.title);
self.began_playing = Some(now);
self.song_end = Some(ClockTime::from_ticks_f64(
audio.get_clock().unwrap().id(),
time_f64(now) + track.length as f64,
));
self.track_length = track.length;
self.gap_length = 0.0;
if audio.music_enabled() {
self.current_track = String::from(&track.title);
self.current_artist = String::from(&track.artist.0);
} else {
self.current_track = String::from("None");
self.current_artist = String::from("None");
}
let tag = if matches!(music_state, MusicState::Activity(MusicActivity::Explore)) {
MusicChannelTag::Exploration
} else {
self.last_combat_track = String::from(&track.title);
MusicChannelTag::Combat
};
audio.play_music(&track.path, tag, track.length);
if tag == MusicChannelTag::Combat {
audio.set_loop_points(
tag,
track.loop_points.unwrap_or((0.0, 0.0)).0,
track.loop_points.unwrap_or((0.0, 0.0)).1,
);
self.loop_points = track.loop_points
} else {
self.loop_points = None
};
if let Some(state) = track.activity_override {
Ok(MusicState::Activity(state))
} else {
Ok(*music_state)
}
} else {
Err(format!("{:?}", new_maybe_track))
}
}
fn generate_silence_between_tracks(
&self,
spacing_multiplier: f32,
client: &Client,
music_state: &MusicState,
rng: &mut ThreadRng,
) -> f32 {
let mut silence_between_tracks_seconds: f32 = 0.0;
if spacing_multiplier > f32::EPSILON {
silence_between_tracks_seconds =
if matches!(
music_state,
MusicState::Activity(MusicActivity::Explore)
| MusicState::Transition(
MusicActivity::Explore,
MusicActivity::Combat(CombatIntensity::High)
)
) && matches!(client.current_site(), SiteKindMeta::Settlement(_))
{
rng.gen_range(120.0 * spacing_multiplier..180.0 * spacing_multiplier)
} else if matches!(
music_state,
MusicState::Activity(MusicActivity::Explore)
| MusicState::Transition(
MusicActivity::Explore,
MusicActivity::Combat(CombatIntensity::High)
)
) && matches!(client.current_site(), SiteKindMeta::Dungeon(_))
{
rng.gen_range(10.0 * spacing_multiplier..20.0 * spacing_multiplier)
} else if matches!(
music_state,
MusicState::Activity(MusicActivity::Explore)
| MusicState::Transition(
MusicActivity::Explore,
MusicActivity::Combat(CombatIntensity::High)
)
) && matches!(client.current_site(), SiteKindMeta::Cave)
{
rng.gen_range(20.0 * spacing_multiplier..40.0 * spacing_multiplier)
} else if matches!(
music_state,
MusicState::Activity(MusicActivity::Explore)
| MusicState::Transition(
MusicActivity::Explore,
MusicActivity::Combat(CombatIntensity::High)
)
) {
rng.gen_range(120.0 * spacing_multiplier..240.0 * spacing_multiplier)
} else if matches!(
music_state,
MusicState::Activity(MusicActivity::Combat(_)) | MusicState::Transition(_, _)
) {
0.0
} else {
rng.gen_range(30.0 * spacing_multiplier..60.0 * spacing_multiplier)
};
}
silence_between_tracks_seconds
}
fn get_current_day_period(is_dark: bool) -> DayPeriod {
if is_dark {
DayPeriod::Night
} else {
DayPeriod::Day
}
}
pub fn current_track(&self) -> String { self.current_track.clone() }
pub fn current_artist(&self) -> String { self.current_artist.clone() }
pub fn reset_track(&mut self) {
self.current_artist = String::from("None");
self.current_track = String::from("None");
}
/// Loads default soundtrack if no events are active. Otherwise, attempts to
/// compile and load all active event soundtracks, falling back to default
/// if they are empty.
fn load_soundtrack_items(calendar: &Calendar) -> SoundtrackCollection<SoundtrackItem> {
let mut soundtrack = SoundtrackCollection::default();
// Loads default soundtrack if no events are active
if calendar.events().len() == 0 {
for track in SoundtrackCollection::load_expect("voxygen.audio.soundtrack")
.read()
.tracks
.clone()
{
soundtrack.tracks.push(track)
}
} else {
// Compiles event-specific soundtracks if any are active
for event in calendar.events() {
match event {
CalendarEvent::Halloween => {
for track in SoundtrackCollection::load_expect(
"voxygen.audio.calendar.halloween.soundtrack",
)
.read()
.tracks
.clone()
{
soundtrack.tracks.push(track)
}
},
CalendarEvent::Christmas => {
for track in SoundtrackCollection::load_expect(
"voxygen.audio.calendar.christmas.soundtrack",
)
.read()
.tracks
.clone()
{
soundtrack.tracks.push(track)
}
},
_ => {
for track in SoundtrackCollection::load_expect("voxygen.audio.soundtrack")
.read()
.tracks
.clone()
{
soundtrack.tracks.push(track)
}
},
}
}
}
// Fallback if events are active but give an empty tracklist
if soundtrack.tracks.is_empty() {
for track in SoundtrackCollection::load_expect("voxygen.audio.soundtrack")
.read()
.tracks
.clone()
{
soundtrack.tracks.push(track)
}
soundtrack
} else {
soundtrack
}
}
}
impl assets::Asset for SoundtrackCollection<RawSoundtrackItem> {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
impl assets::Compound for SoundtrackCollection<SoundtrackItem> {
fn load(_: assets::AnyCache, id: &assets::SharedString) -> Result<Self, assets::BoxedError> {
let manifest: AssetHandle<SoundtrackCollection<RawSoundtrackItem>> = AssetExt::load(id)?;
let mut soundtrack = SoundtrackCollection::default();
for item in manifest.read().tracks.iter().cloned() {
match item {
RawSoundtrackItem::Individual(track) => soundtrack.tracks.push(track),
RawSoundtrackItem::Segmented {
title,
timing,
weather,
biomes,
sites,
segments,
loop_points,
artist,
} => {
for (path, length, music_state, activity_override) in segments.into_iter() {
soundtrack.tracks.push(SoundtrackItem {
title: title.clone(),
path,
length,
loop_points: Some(loop_points),
timing: timing.clone(),
weather,
biomes: biomes.clone(),
sites: sites.clone(),
music_state,
activity_override,
artist: artist.clone(),
});
}
},
}
}
Ok(soundtrack)
}
}
#[cfg(test)]
mod tests {
use super::*;
use strum::IntoEnumIterator;
#[test]
fn test_load_soundtracks() {
let _: AssetHandle<SoundtrackCollection<SoundtrackItem>> =
SoundtrackCollection::load_expect("voxygen.audio.soundtrack");
for event in CalendarEvent::iter() {
match event {
CalendarEvent::Halloween => {
let _: AssetHandle<SoundtrackCollection<SoundtrackItem>> =
SoundtrackCollection::load_expect(
"voxygen.audio.calendar.halloween.soundtrack",
);
},
CalendarEvent::Christmas => {
let _: AssetHandle<SoundtrackCollection<SoundtrackItem>> =
SoundtrackCollection::load_expect(
"voxygen.audio.calendar.christmas.soundtrack",
);
},
_ => {},
}
}
}
}