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AutoKeysounds.cpp
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AutoKeysounds.cpp
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/*
* This class handles two things: auto-play preload, and runtime auto-play sounds.
*
* On song start, all autoplay sounds and the main BGM track (if any) are combined
* into a single chain, which is used as the song background. Sounds added this way
* are removed from the NoteData.
*
* Any sounds not added to the sound chain and any autoplay sounds added to the NoteData
* during play (usually due to battle mode mods) are played dynamically, via Update().
*
* Note that autoplay sounds which are played before the BGM starts will never be
* placed in the sound chain, since the sound chain becomes the BGM; the BGM can't
* play sound before it starts. These sounds will be left in the NoteData, and played
* as dynamic sounds; this means that they don't get robust sync. This isn't a problem
* for imported BMS files, which don't have an offset value, but it's annoying.
*/
#include "global.h"
#include "AutoKeysounds.h"
#include "GameState.h"
#include "song.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundManager.h"
#include "RageLog.h"
void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
{
m_ndAutoKeysoundsOnly[pn] = ndAutoKeysoundsOnly;
}
void AutoKeysounds::FinishLoading()
{
m_sSound.Unload();
/* Load the BGM. */
RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
Song* pSong = GAMESTATE->m_pCurSong;
pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) );
pChain->AddSound( pSong->GetMusicPath(), 0, 0 );
//
// Load sounds.
//
CString sSongDir = pSong->GetSongDir();
/*
m_vKeysounds.clear();
m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
for( unsigned i=0; i<m_vKeysounds.size(); i++ )
{
CString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
RageSound& sound = m_vKeysounds[i];
sound.Load( sKeysoundFilePath );
}
*/
/*
* Add all current autoplay sounds in both players to the chain. If a sound is
* common to both players, don't pan it; otherwise pan it to that player's side.
*/
int iNumTracks = m_ndAutoKeysoundsOnly[GAMESTATE->m_MasterPlayerNumber].GetNumTracks();
for( int t = 0; t < iNumTracks; t++ )
{
int iRow = -1;
while(1)
{
/* Find the next row that either player has a note on. */
int iNextRow = INT_MAX;
FOREACH_EnabledPlayer(pn)
{
int iNextRowForPlayer = iRow;
if( m_ndAutoKeysoundsOnly[pn].GetNextTapNoteRowForTrack( t, iNextRowForPlayer ) )
iNextRow = min( iNextRow, iNextRowForPlayer );
}
if( iNextRow == INT_MAX )
break;
iRow = iNextRow;
TapNote tn[NUM_PLAYERS];
FOREACH_EnabledPlayer(pn)
tn[pn] = m_ndAutoKeysoundsOnly[pn].GetTapNote( t, iRow );
/* Do all enabled players have the same note here? (Having no note at all
* counts as having a different note.) */
bool bSoundIsGlobal = true;
{
PlayerNumber pn = GetNextEnabledPlayer((PlayerNumber)-1);
const TapNote t = tn[pn];
pn = GetNextEnabledPlayer(pn);
while( pn != PLAYER_INVALID )
{
if( tn[pn].type != TapNote::autoKeysound || tn[pn].bKeysound != t.bKeysound )
bSoundIsGlobal = false;
pn = GetNextEnabledPlayer(pn);
}
}
FOREACH_EnabledPlayer(pn)
{
if( tn[pn] == TAP_EMPTY )
continue;
ASSERT( tn[pn].type == TapNote::autoKeysound );
if( tn[pn].bKeysound )
{
CString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(iRow) );
float fPan = 0;
if( !bSoundIsGlobal )
fPan = (pn == PLAYER_1)? -1.0f:+1.0f;
pChain->AddSound( sKeysoundFilePath, fSeconds, fPan );
}
}
}
}
pChain->Finish();
m_sSound.LoadSoundReader( pChain );
}
void AutoKeysounds::Update( float fDelta )
{
//
// Play keysounds for crossed rows.
//
/*
bool bCrossedABeat = false;
{
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
static int iRowLastCrossed = 0;
float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
float fBeatNow = roundf(NoteRowToBeat(iRowNow));
bCrossedABeat = fBeatLast != fBeatNow;
FOREACH_EnabledPlayer( pn )
{
const NoteData &nd = m_ndAutoKeysoundsOnly[pn];
for( int t=0; t<nd.GetNumTracks(); t++ )
{
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( nd, t, r, iRowLastCrossed+1, iRowNow )
{
const TapNote &tn = nd.GetTapNote( t, r );
ASSERT( tn.type == TapNote::autoKeysound );
if( tn.bKeysound )
m_vKeysounds[tn.iKeysoundIndex].Play();
}
}
}
iRowLastCrossed = iRowNow;
}
*/
}
/*
* (c) 2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/