Random in-game music, untested

This commit is contained in:
Anuken
2019-08-10 18:56:20 -04:00
parent 4ef60af4a8
commit 2341da995e
10 changed files with 199 additions and 82 deletions
@@ -3,44 +3,162 @@ package io.anuke.mindustry.game;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.audio.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import static io.anuke.mindustry.Vars.*;
/** Controls playback of multiple music tracks.*/
public class MusicControl{
private static final float finTime = 120f, foutTime = 120f;
private static final float finTime = 120f, foutTime = 120f, musicInterval = 60 * 60 * 3f, musicChance = 0.25f, musicWaveChance = 0.2f;
/** normal, ambient music, plays at any time */
public final Array<Music> ambientMusic = Array.with(Musics.game1, Musics.game3, Musics.game4, Musics.game6);
/** darker music, used in times of conflict */
public final Array<Music> darkMusic = Array.with(Musics.game2, Musics.game5, Musics.game7);
/** all music, both dark and ambient */
public final Array<Music> allMusic = Array.withArrays(ambientMusic, darkMusic);
private Music lastRandomPlayed;
private Interval timer = new Interval();
private @Nullable Music current;
private float fade;
private boolean silenced;
public void play(@Nullable Music music){
if(current != null){
current.setVolume(fade * Core.settings.getInt("musicvol") / 100f);
}
public MusicControl(){
Events.on(WaveEvent.class, e -> Time.run(60f * 10f, () -> {
if(Mathf.chance(musicWaveChance)){
playRandom();
}
}));
}
if(current == null && music != null){
current = music;
current.setLooping(true);
current.setVolume(fade = 0f);
current.play();
}else if(current == music && music != null){
fade = Mathf.clamp(fade + Time.delta()/finTime);
}else if(current != null){
fade = Mathf.clamp(fade - Time.delta()/foutTime);
/** Update and play the right music track.*/
public void update(){
if(state.is(State.menu)){
if(ui.deploy.isShown()){
play(Musics.launch);
}else if(ui.editor.isShown()){
play(Musics.editor);
}else{
play(Musics.menu);
}
}else if(state.rules.editor){
play(Musics.editor);
}else{
//this just fades out the last track to make way for ingame music
silence();
if(fade <= 0.01f){
current.stop();
current = null;
if(music != null){
current = music;
current.setVolume(fade = 0f);
current.setLooping(true);
current.play();
//play music at intervals
if(timer.get(musicInterval)){
//chance to play it per interval
if(Mathf.chance(musicChance)){
playRandom();
}
}
}
}
public void silence(){
/** Plays a random track.*/
private void playRandom(){
if(isDark()){
playOnce(darkMusic.random(lastRandomPlayed));
}else{
playOnce(ambientMusic.random(lastRandomPlayed));
}
}
/** Whether to play dark music.*/
private boolean isDark(){
if(!state.teams.get(player.getTeam()).cores.isEmpty() && state.teams.get(player.getTeam()).cores.first().entity.healthf() < 0.85f){
//core damaged -> dark
return true;
}
if(state.enemies() > 25){
//many enemies -> dark
return true;
}
//it may be dark based on wave
if(Mathf.chance((float)(Math.log10((state.wave - 17f)/19f) + 1) / 4f)){
return true;
}
return false;
}
/** Plays and fades in a music track. This must be called every frame.
* If something is already playing, fades out that track and fades in this new music.*/
private void play(@Nullable Music music){
//update volume of current track
if(current != null){
current.setVolume(fade * Core.settings.getInt("musicvol") / 100f);
}
//do not update once the track has faded out completely, just stop
if(silenced){
return;
}
if(current == null && music != null){
//begin playing in a new track
current = music;
current.setLooping(true);
current.setVolume(fade = 0f);
current.play();
silenced = false;
}else if(current == music && music != null){
//fade in the playing track
fade = Mathf.clamp(fade + Time.delta()/finTime);
}else if(current != null){
//fade out the current track
fade = Mathf.clamp(fade - Time.delta()/foutTime);
if(fade <= 0.01f){
//stop current track when it hits 0 volume
current.stop();
current = null;
silenced = true;
if(music != null){
//play newly scheduled track
current = music;
current.setVolume(fade = 0f);
current.setLooping(true);
current.play();
silenced = false;
}
}
}
}
/** Plays a music track once and only once. If something is already playing, does nothing.*/
private void playOnce(@NonNull Music music){
if(current != null) return; //do not interrupt already-playing tracks
//save last random track played to prevent duplicates
lastRandomPlayed = music;
//set fade to 1 and play it, stopping the current when it's done
fade = 1f;
current = music;
current.setVolume(1f);
current.setLooping(false);
current.setCompletionListener(m -> {
if(current == m){
current = null;
fade = 0f;
}
});
current.play();
}
/** Fades out the current track, unless it has already been silenced. */
private void silence(){
play(null);
}
}