audio gui control

a gui element that plays a sound on loop, with minor configuration options and a logcal block for conditional plug in
This commit is contained in:
AzaezelX 2023-02-14 18:54:25 -06:00
parent f903140d22
commit 4543aaec26
2 changed files with 311 additions and 0 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gui/shiny/guiAudioCtrl.h"
#include "console/engineAPI.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxSource.h"
#include "sfx/sfxTypes.h"
#define TickMs 32
IMPLEMENT_CONOBJECT( GuiAudioCtrl );
ConsoleDocClass( GuiAudioCtrl,
"@brief Brief Description.\n\n"
"Audio PLayback.\n\n"
"@ingroup GuiUtil\n");
GuiAudioCtrl::GuiAudioCtrl()
{
INIT_ASSET(Sound);
mTickPeriodMS = 100;
mLastThink = 0;
mCurrTick = 0;
mPlayIf = "";
mSoundPlaying = NULL;
mUseTrackDescriptionOnly = false;
mDescription.mIs3D = false;
mDescription.mIsLooping = true;
mDescription.mIsStreaming = false;
mDescription.mFadeInTime = -1.f;
mDescription.mFadeOutTime = -1.f;
mVolume = 1;
mPitch = 1;
mFadeInTime = -1;
mFadeOutTime = -1;
mSourceGroup = NULL;
setProcessTicks();
}
GuiAudioCtrl::~GuiAudioCtrl()
{
if (mSoundPlaying)
mSoundPlaying->stop();
SFX_DELETE(mSoundPlaying);
}
bool GuiAudioCtrl::onWake()
{
return Parent::onWake();
}
void GuiAudioCtrl::onSleep()
{
if (mSoundPlaying)
mSoundPlaying->stop();
SFX_DELETE(mSoundPlaying);
Parent::onSleep();
}
void GuiAudioCtrl::processTick()
{
if (mLastThink + mTickPeriodMS < mCurrTick)
{
mCurrTick = 0;
mLastThink = 0;
if (isSoundValid())
{
_update();
}
}
else
{
mCurrTick += TickMs;
}
}
bool GuiAudioCtrl::testCondition()
{
if (mPlayIf.isEmpty())
return true; //we've got no tests to run so just do it
//test the mapper plugged in condition line
String resVar = getIdString() + String(".result");
Con::setBoolVariable(resVar.c_str(), false);
String command = resVar + "=" + mPlayIf + ";";
Con::evaluatef(command.c_str());
if (Con::getBoolVariable(resVar.c_str()) == 1)
{
return true;
}
return false;
}
void GuiAudioCtrl::initPersistFields()
{
addGroup("Sounds");
INITPERSISTFIELD_SOUNDASSET(Sound, GuiAudioCtrl, "Looping SoundAsset to play while GuiAudioCtrl is active.");
addField("tickPeriodMS", TypeS32, Offset(mTickPeriodMS, GuiAudioCtrl),
"@brief Time in milliseconds between calls to onTick().\n\n"
"@see onTickTrigger()\n");
addField("playIf", TypeCommand, Offset(mPlayIf, GuiAudioCtrl), "evaluation condition to trip playback (true/false)");
addField("useTrackDescriptionOnly", TypeBool, Offset(mUseTrackDescriptionOnly, GuiAudioCtrl),
"If this is true, all fields except for #playOnAdd and #track are ignored on the emitter object.\n"
"This is useful to prevent fields in the #track's description from being overridden by emitter fields.");
addField("sourceGroup", TypeSFXSourceName, Offset(mSourceGroup, GuiAudioCtrl),
"The SFXSource to which to assign the sound of this emitter as a child.\n"
"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
"@see SFXDescription::sourceGroup");
addField("volume", TypeF32, Offset(mVolume, GuiAudioCtrl),
"Volume level to apply to the sound.\n"
"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
"@see SFXDescription::volume");
addField("pitch", TypeF32, Offset(mPitch, GuiAudioCtrl),
"Pitch shift to apply to the sound. Default is 1 = play at normal speed.\n"
"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
"@see SFXDescription::pitch");
addField("fadeInTime", TypeF32, Offset(mFadeInTime, GuiAudioCtrl),
"Number of seconds to gradually fade in volume from zero when playback starts.\n"
"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
"@see SFXDescription::fadeInTime");
addField("fadeOutTime", TypeF32, Offset(mFadeOutTime, GuiAudioCtrl),
"Number of seconds to gradually fade out volume down to zero when playback is stopped or paused.\n"
"@note This field is ignored if #useTrackDescriptionOnly is true.\n\n"
"@see SFXDescription::fadeOutTime");
endGroup("Sounds");
Parent::initPersistFields();
}
void GuiAudioCtrl::_update()
{
if (isSoundValid())
{
//mLocalProfile = *mSoundAsset->getSfxProfile();
mDescription = *mSoundAsset->getSfxDescription();
}
// Make sure all the settings are valid.
mDescription.validate();
bool useTrackDescriptionOnly = (mUseTrackDescriptionOnly && getSoundProfile());
if (getSoundProfile())
{
if (mSoundPlaying == NULL)
{
mSoundPlaying = SFX->createSource(getSoundProfile());
}
}
// The rest only applies if we have a source.
if (mSoundPlaying && !useTrackDescriptionOnly)
{
// Set the volume irrespective of the profile.
if (mSourceGroup)
{
mSourceGroup->addObject(mSoundPlaying);
mSoundPlaying->setVolume(mSourceGroup->getVolume() * mVolume);
}
else
{
mSoundPlaying->setVolume(mVolume);
}
mSoundPlaying->setPitch(mPitch);
mSoundPlaying->setFadeTimes(mFadeInTime, mFadeOutTime);
}
if (testCondition() && isActive() && isAwake())
{
if (mSoundPlaying && !mSoundPlaying->isPlaying())
{
mSoundPlaying->play();
}
}
else
{
if (mSoundPlaying != NULL)
{
mSoundPlaying->stop();
}
}
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GUIAUDIOCTRL_H_
#define _GUIAUDIOCTRL_H_
#ifndef _GUITICKCTRL_H_
#include "gui/shiny/guiTickCtrl.h"
#endif
#ifndef SOUND_ASSET_H
#include "T3D/assets/SoundAsset.h"
#endif
/// This Gui Control is designed to be subclassed to let people create controls
/// which want to receive update ticks at a constant interval. This class was
/// created to be the Parent class of a control which used a DynamicTexture
/// along with a VectorField to create warping effects much like the ones found
/// in visualization displays for iTunes or Winamp. Those displays are updated
/// at the framerate frequency. This works fine for those effects, however for
/// an application of the same type of effects for things like Gui transitions
/// the framerate-driven update frequency is not desirable because it does not
/// allow the developer to be able to have any idea of a consistent user-experience.
///
/// Enter the ITickable interface. This lets the Gui control, in this case, update
/// the dynamic texture at a constant rate of once per tick, even though it gets
/// rendered every frame, thus creating a framerate-independent update frequency
/// so that the effects are at a consistent speed regardless of the specifics
/// of the system the user is on. This means that the screen-transitions will
/// occur in the same time on a machine getting 300fps in the Gui shell as a
/// machine which gets 150fps in the Gui shell.
/// @see ITickable
class GuiAudioCtrl : public GuiTickCtrl
{
typedef GuiTickCtrl Parent;
private:
protected:
// So this can be instantiated and not be a pure virtual class
void interpolateTick( F32 delta ) {};
void processTick();
void advanceTime( F32 timeDelta ) {};
S32 mTickPeriodMS;
U32 mLastThink;
U32 mCurrTick;
String mPlayIf;
SFXSource* mSoundPlaying;
/// Whether to leave sound setup exclusively to the assigned mTrack and not
/// override part of the track's description with emitter properties.
bool mUseTrackDescriptionOnly;
/// The description and variant values used by the local profile.
SFXDescription mDescription;
SFXSource* mSourceGroup;
F32 mVolume;
F32 mPitch;
F32 mFadeInTime;
F32 mFadeOutTime;
/// Called when the emitter state has been marked
/// dirty and the source needs to be updated.
void _update();
public:
DECLARE_SOUNDASSET(GuiAudioCtrl, Sound);
DECLARE_ASSET_SETGET(GuiAudioCtrl, Sound);
GuiAudioCtrl();
~GuiAudioCtrl();
// GuiControl.
bool onWake();
void onSleep();
void setActive(bool value) {};
bool testCondition();
static void initPersistFields();
DECLARE_CONOBJECT(GuiAudioCtrl);
DECLARE_CATEGORY( "Gui Other" );
};
#endif