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# Description Replaces every instance of station announcements with an announcer system meant to handle audio and messages for various announcers defined in prototypes instead of each server replacing the scattered files inconsistently with whatever singular thing they want to hear announce messages. # TODO - [x] Systems - [x] CVars - [x] Sounds - [x] Client volume slider - [x] Collections - [x] Prototypes - [x] Events - [x] Commands - [x] PR media - [x] Deglobalize - [x] Passthrough localization parameters to overrides - [x] Make every announcer follow the template - [x] Move sounds into subdirectories - [x] Make announcement IDs camelCased - [x] Test announcement localizations - [x] Weighted announcer lists --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/caf5805d-acb0-4140-b344-875a8f79e5ee </p> </details> --- # Changelog 🆑 - add: Added 4 new announcers that will randomly be selected every shift
179 lines
5.3 KiB
C#
179 lines
5.3 KiB
C#
using Content.Shared.Audio;
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using Content.Shared.GameTicking;
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using AudioComponent = Robust.Shared.Audio.Components.AudioComponent;
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namespace Content.Client.Audio;
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public sealed partial class ContentAudioSystem : SharedContentAudioSystem
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{
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// Need how much volume to change per tick and just remove it when it drops below "0"
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private readonly Dictionary<EntityUid, float> _fadingOut = new();
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// Need volume change per tick + target volume.
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private readonly Dictionary<EntityUid, (float VolumeChange, float TargetVolume)> _fadingIn = new();
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private readonly List<EntityUid> _fadeToRemove = new();
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private const float MinVolume = -32f;
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private const float DefaultDuration = 2f;
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/*
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* Gain multipliers for specific audio sliders.
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* The float value will get multiplied by this when setting
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* i.e. a gain of 0.5f x 3 will equal 1.5f which is supported in OpenAL.
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*/
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public const float MasterVolumeMultiplier = 3f;
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public const float MidiVolumeMultiplier = 0.25f;
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public const float AmbienceMultiplier = 3f;
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public const float AmbientMusicMultiplier = 3f;
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public const float LobbyMultiplier = 3f;
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public const float InterfaceMultiplier = 2f;
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public const float AnnouncerMultiplier = 3f;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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InitializeAmbientMusic();
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InitializeLobbyMusic();
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SubscribeNetworkEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
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}
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private void OnRoundCleanup(RoundRestartCleanupEvent ev)
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{
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_fadingOut.Clear();
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// Preserve lobby music but everything else should get dumped.
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var lobbyMusic = _lobbySoundtrackInfo?.MusicStreamEntityUid;
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TryComp(lobbyMusic, out AudioComponent? lobbyMusicComp);
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var oldMusicGain = lobbyMusicComp?.Gain;
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var restartAudio = _lobbyRoundRestartAudioStream;
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TryComp(restartAudio, out AudioComponent? restartComp);
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var oldAudioGain = restartComp?.Gain;
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SilenceAudio();
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if (oldMusicGain != null)
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{
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Audio.SetGain(lobbyMusic, oldMusicGain.Value, lobbyMusicComp);
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}
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if (oldAudioGain != null)
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{
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Audio.SetGain(restartAudio, oldAudioGain.Value, restartComp);
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}
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PlayRestartSound(ev);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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ShutdownAmbientMusic();
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ShutdownLobbyMusic();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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UpdateAmbientMusic();
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UpdateLobbyMusic();
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UpdateFades(frameTime);
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}
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#region Fades
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public void FadeOut(EntityUid? stream, AudioComponent? component = null, float duration = DefaultDuration)
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{
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if (stream == null || duration <= 0f || !Resolve(stream.Value, ref component))
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return;
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// Just in case
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// TODO: Maybe handle the removals by making it seamless?
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_fadingIn.Remove(stream.Value);
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var diff = component.Volume - MinVolume;
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_fadingOut.Add(stream.Value, diff / duration);
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}
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public void FadeIn(EntityUid? stream, AudioComponent? component = null, float duration = DefaultDuration)
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{
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if (stream == null || duration <= 0f || !Resolve(stream.Value, ref component) || component.Volume < MinVolume)
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return;
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_fadingOut.Remove(stream.Value);
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var curVolume = component.Volume;
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var change = (MinVolume - curVolume) / duration;
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_fadingIn.Add(stream.Value, (change, component.Volume));
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component.Volume = MinVolume;
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}
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private void UpdateFades(float frameTime)
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{
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_fadeToRemove.Clear();
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foreach (var (stream, change) in _fadingOut)
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{
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if (!TryComp(stream, out AudioComponent? component))
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{
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_fadeToRemove.Add(stream);
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continue;
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}
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var volume = component.Volume - change * frameTime;
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volume = MathF.Max(MinVolume, volume);
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_audio.SetVolume(stream, volume, component);
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if (component.Volume.Equals(MinVolume))
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{
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_audio.Stop(stream);
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_fadeToRemove.Add(stream);
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}
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}
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foreach (var stream in _fadeToRemove)
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{
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_fadingOut.Remove(stream);
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}
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_fadeToRemove.Clear();
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foreach (var (stream, (change, target)) in _fadingIn)
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{
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// Cancelled elsewhere
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if (!TryComp(stream, out AudioComponent? component))
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{
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_fadeToRemove.Add(stream);
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continue;
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}
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var volume = component.Volume - change * frameTime;
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volume = MathF.Min(target, volume);
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_audio.SetVolume(stream, volume, component);
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if (component.Volume.Equals(target))
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{
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_fadeToRemove.Add(stream);
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}
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}
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foreach (var stream in _fadeToRemove)
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{
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_fadingIn.Remove(stream);
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}
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}
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#endregion
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}
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/// <summary>
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/// Raised whenever ambient music tries to play.
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/// </summary>
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[ByRefEvent]
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public record struct PlayAmbientMusicEvent(bool Cancelled = false);
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