That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
This commit is contained in:
@@ -0,0 +1,94 @@
|
||||
package electroblob.wizardry.client.audio;
|
||||
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.audio.ISound;
|
||||
import net.minecraft.util.ITickable;
|
||||
import net.minecraft.util.SoundCategory;
|
||||
import net.minecraft.util.SoundEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.common.gameevent.TickEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
|
||||
import java.util.HashSet;
|
||||
import java.util.Set;
|
||||
|
||||
/**
|
||||
* Instances of this class represent a set of sounds which together form a looped sound: start, loop and end.
|
||||
* Currently this is only used for continuous spell sounds in wizardry itself, but feel free to make your own
|
||||
* implementations - this class will take care of the internals.
|
||||
*
|
||||
* @since Wizardry 4.2
|
||||
* @author Electroblob
|
||||
*/
|
||||
// See MusicTicker, this is the same idea of just storing the sounds statically client-side and ticking them
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public abstract class SoundLoop implements ITickable {
|
||||
|
||||
private static final Set<SoundLoop> activeLoops = new HashSet<>();
|
||||
|
||||
private final ISound start;
|
||||
private final ISound loop;
|
||||
private final ISound end;
|
||||
|
||||
private boolean looping = false;
|
||||
private boolean needsRemoving = false;
|
||||
|
||||
public SoundLoop(SoundEvent start, SoundEvent loop, SoundEvent end, SoundCategory category, ISoundFactory factory){
|
||||
// The reason I've gone to the effort of having a factory for these is that we need SoundLoop to have control
|
||||
// over which sounds are repeated and which aren't whilst keeping them private.
|
||||
this.start = factory.create(start, category, false);
|
||||
this.loop = factory.create(loop, category, true);
|
||||
this.end = factory.create(end, category, false);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(){
|
||||
// Check every tick if the start sound is done playing and if so, start the loop sound
|
||||
if(!looping && !Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(start)){
|
||||
Minecraft.getMinecraft().getSoundHandler().playSound(loop);
|
||||
looping = true;
|
||||
}
|
||||
}
|
||||
|
||||
/** Stops the loop part of the sound immediately and starts playing the end part. This may be called from subclasses
|
||||
* or externally depending on the implementation. */
|
||||
// For continuous spell sounds it's internally
|
||||
public void endLoop(){
|
||||
Minecraft.getMinecraft().getSoundHandler().stopSound(start);
|
||||
Minecraft.getMinecraft().getSoundHandler().stopSound(loop);
|
||||
Minecraft.getMinecraft().getSoundHandler().playSound(end);
|
||||
// Can't modify activeLoops directly since we'll probably be calling this method from update(), which is
|
||||
// during iteration of activeLoops so it could cause a ConcurrentModificationException
|
||||
this.markForRemoval();
|
||||
}
|
||||
|
||||
/** Marks this sound loop to be removed next tick. */
|
||||
protected void markForRemoval(){
|
||||
this.needsRemoving = true;
|
||||
}
|
||||
|
||||
// Static methods
|
||||
|
||||
public static void addLoop(SoundLoop loop){
|
||||
activeLoops.add(loop);
|
||||
// Do this here rather than in the constructor in case someone wants to play the loop later or reuse it
|
||||
Minecraft.getMinecraft().getSoundHandler().playSound(loop.start);
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
public static void tick(TickEvent.ClientTickEvent event){
|
||||
// Using the END phase means we can check for stopped sounds as soon as they are stopped (effectively),
|
||||
// meaning we don't get the 'cut' between the start and loop sounds
|
||||
// FIXME: Apparently this only works for dispensers. What the heck is the difference?!
|
||||
if(event.phase == TickEvent.Phase.END){
|
||||
activeLoops.forEach(SoundLoop::update);
|
||||
activeLoops.removeIf(s -> s.needsRemoving);
|
||||
}
|
||||
}
|
||||
|
||||
@FunctionalInterface
|
||||
public interface ISoundFactory {
|
||||
ISound create(SoundEvent sound, SoundCategory category, boolean repeat);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user