113 lines
5.1 KiB
Java
113 lines
5.1 KiB
Java
package electroblob.wizardry.client.audio;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.audio.ISound;
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import net.minecraft.util.ITickable;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.util.SoundEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.gameevent.TickEvent;
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import net.minecraftforge.fml.relauncher.Side;
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import java.util.HashSet;
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import java.util.Set;
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/**
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* Instances of this class represent a set of sounds which together form a looped sound: start, loop and end.
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* Currently this is only used for continuous spell sounds in wizardry itself, but feel free to make your own
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* implementations - this class will take care of the internals.
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*
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* @since Wizardry 4.2
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* @author Electroblob
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*/
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// See MusicTicker, this is the same idea of just storing the sounds statically client-side and ticking them
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@Mod.EventBusSubscriber(Side.CLIENT)
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public abstract class SoundLoop implements ITickable {
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private static final Set<SoundLoop> activeLoops = new HashSet<>();
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// The issue we had here was that there is no way of hooking into the client tick loop between the sound manager
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// update and the world tick (other than via the sounds themselves, but playing other sounds from there results in
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// CMEs, which is why we made this class in the first place). This meant there was always a gap between consecutive
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// sounds, which could be heard in-game as a weird audio artefact. The solution is simply to overlap the sounds by
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// 1 tick, which is fairly straightforward for the end sound, but because the start sound has to finish for us to
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// know when to play the others, this doubling-up solution is required (bit of a waste of resources but meh).
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/** A dummy sound with effectively zero volume, played one tick in advance of the actual start sound so the loop
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* sound can start one tick before the actual start sound ends. */
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private final ISound dummyStart; // It's the stupidest system ever but it works!
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private final ISound start;
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private final ISound loop;
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private final ISound end;
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private boolean looping = false;
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private boolean needsRemoving = false;
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public SoundLoop(SoundEvent start, SoundEvent loop, SoundEvent end, SoundCategory category, float volume, ISoundFactory factory){
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// The reason I've gone to the effort of having a factory for these is that we need SoundLoop to have control
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// over which sounds are repeated and which aren't whilst keeping them private.
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this.dummyStart = factory.create(start, category, 0.00001f, false); // Inaudible but not actually 0
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this.start = factory.create(start, category, volume, false);
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this.loop = factory.create(loop, category, volume, true);
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this.end = factory.create(end, category, volume, false);
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}
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@Override
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public void update(){
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// Check every tick if the start sound is done playing and if so, start the loop sound
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if(!looping && !Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(dummyStart)){
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Minecraft.getMinecraft().getSoundHandler().playSound(loop);
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looping = true;
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}
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}
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/** Starts playing the end part immediately and marks the loop part to stop next tick. This may be called from
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* subclasses or externally depending on the implementation. */
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// For continuous spell sounds it's internally
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public void endLoop(){
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Minecraft.getMinecraft().getSoundHandler().playSound(end);
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// Can't modify activeLoops directly since we'll probably be calling this method from update(), which is
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// during iteration of activeLoops so it could cause a ConcurrentModificationException
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this.markForRemoval();
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}
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/** Marks this sound loop to be removed next tick. */
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protected void markForRemoval(){
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this.needsRemoving = true;
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}
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/** Stops the start and loop sounds immediately. */
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protected void stopStartAndLoop(){
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Minecraft.getMinecraft().getSoundHandler().stopSound(dummyStart);
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Minecraft.getMinecraft().getSoundHandler().stopSound(start);
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Minecraft.getMinecraft().getSoundHandler().stopSound(loop);
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}
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// Static methods
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public static void addLoop(SoundLoop loop){
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activeLoops.add(loop);
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// Do this here rather than in the constructor in case someone wants to play the loop later or reuse it
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Minecraft.getMinecraft().getSoundHandler().playSound(loop.dummyStart);
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Minecraft.getMinecraft().getSoundHandler().playDelayedSound(loop.start, 2); // 1 seems to be insufficient
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}
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@SubscribeEvent
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public static void tick(TickEvent.ClientTickEvent event){
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// Using the END phase means we can check for stopped sounds as soon as they are stopped (effectively),
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// meaning we don't get the 'cut' between the start and loop sounds
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// FIXME: Apparently this only works for dispensers. What the heck is the difference?!
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if(event.phase == TickEvent.Phase.END){
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activeLoops.stream().filter(s -> s.needsRemoving).forEach(SoundLoop::stopStartAndLoop);
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activeLoops.removeIf(s -> s.needsRemoving);
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activeLoops.forEach(SoundLoop::update); // Do this last to allow a 1-tick overlap
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}
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}
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@FunctionalInterface
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public interface ISoundFactory {
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ISound create(SoundEvent sound, SoundCategory category, float volume, boolean repeat);
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}
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}
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