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VVVVVV/desktop_version/src/Music.cpp
Misa 27d0b1a1d4 Ensure all fade-ins start from zero
This fixes a bug where fading music in but not going through the
music.play() path wouldn't start the fade volume from zero. If this
happened, then the previous volume would persist, and if the previous
volume was the max volume, then that essentially canceled out the
fade-in and prevented it from happening at all. But now all paths to
fadeMusicVolumeIn() set the volume to zero first, instead of only the
caller of music.play().
2021-04-12 16:17:31 -04:00

432 lines
8.5 KiB
C++

#define MUSIC_DEFINITION
#include "Music.h"
#include <SDL.h>
#include <stdio.h>
#include "BinaryBlob.h"
#include "Game.h"
#include "Map.h"
#include "UtilityClass.h"
musicclass::musicclass(void)
{
safeToProcessMusic= false;
m_doFadeInVol = false;
m_doFadeOutVol = false;
musicVolume = 0;
FadeVolAmountPerFrame = 0;
user_music_volume = USER_VOLUME_MAX;
user_sound_volume = USER_VOLUME_MAX;
currentsong = 0;
nicechange = -1;
nicefade = false;
quick_fade = true;
usingmmmmmm = false;
}
void musicclass::init(void)
{
soundTracks.push_back(SoundTrack( "sounds/jump.wav" ));
soundTracks.push_back(SoundTrack( "sounds/jump2.wav" ));
soundTracks.push_back(SoundTrack( "sounds/hurt.wav" ));
soundTracks.push_back(SoundTrack( "sounds/souleyeminijingle.wav" ));
soundTracks.push_back(SoundTrack( "sounds/coin.wav" ));
soundTracks.push_back(SoundTrack( "sounds/save.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crumble.wav" ));
soundTracks.push_back(SoundTrack( "sounds/vanish.wav" ));
soundTracks.push_back(SoundTrack( "sounds/blip.wav" ));
soundTracks.push_back(SoundTrack( "sounds/preteleport.wav" ));
soundTracks.push_back(SoundTrack( "sounds/teleport.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew1.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew2.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew3.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew4.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew5.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew6.wav" ));
soundTracks.push_back(SoundTrack( "sounds/terminal.wav" ));
soundTracks.push_back(SoundTrack( "sounds/gamesaved.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crashing.wav" ));
soundTracks.push_back(SoundTrack( "sounds/blip2.wav" ));
soundTracks.push_back(SoundTrack( "sounds/countdown.wav" ));
soundTracks.push_back(SoundTrack( "sounds/go.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crash.wav" ));
soundTracks.push_back(SoundTrack( "sounds/combine.wav" ));
soundTracks.push_back(SoundTrack( "sounds/newrecord.wav" ));
soundTracks.push_back(SoundTrack( "sounds/trophy.wav" ));
soundTracks.push_back(SoundTrack( "sounds/rescue.wav" ));
#ifdef VVV_COMPILEMUSIC
binaryBlob musicWriteBlob;
#define FOREACH_TRACK(blob, track_name) blob.AddFileToBinaryBlob(track_name);
TRACK_NAMES(musicWriteBlob)
#undef FOREACH_TRACK
musicWriteBlob.writeBinaryBlob("data/BinaryMusic.vvv");
musicWriteBlob.clear();
#endif
num_mmmmmm_tracks = 0;
num_pppppp_tracks = 0;
if (!mmmmmm_blob.unPackBinary("mmmmmm.vvv"))
{
mmmmmm = false;
usingmmmmmm=false;
bool ohCrap = pppppp_blob.unPackBinary("vvvvvvmusic.vvv");
SDL_assert(ohCrap && "Music not found!");
}
else
{
mmmmmm = true;
int index;
SDL_RWops *rw;
#define FOREACH_TRACK(blob, track_name) \
index = blob.getIndex(track_name); \
if (index >= 0 && index < blob.max_headers) \
{ \
rw = SDL_RWFromConstMem(blob.getAddress(index), blob.getSize(index)); \
if (rw == NULL) \
{ \
printf("Unable to read music file header: %s\n", SDL_GetError()); \
} \
else \
{ \
musicTracks.push_back(MusicTrack( rw )); \
} \
}
TRACK_NAMES(mmmmmm_blob)
num_mmmmmm_tracks += musicTracks.size();
size_t index_ = 0;
while (mmmmmm_blob.nextExtra(&index_))
{
rw = SDL_RWFromConstMem(mmmmmm_blob.getAddress(index_), mmmmmm_blob.getSize(index_));
musicTracks.push_back(MusicTrack( rw ));
num_mmmmmm_tracks++;
index_++;
}
bool ohCrap = pppppp_blob.unPackBinary("vvvvvvmusic.vvv");
SDL_assert(ohCrap && "Music not found!");
}
int index;
SDL_RWops *rw;
TRACK_NAMES(pppppp_blob)
#undef FOREACH_TRACK
num_pppppp_tracks += musicTracks.size() - num_mmmmmm_tracks;
size_t index_ = 0;
while (pppppp_blob.nextExtra(&index_))
{
rw = SDL_RWFromConstMem(pppppp_blob.getAddress(index_), pppppp_blob.getSize(index_));
musicTracks.push_back(MusicTrack( rw ));
num_pppppp_tracks++;
index_++;
}
}
void musicclass::destroy(void)
{
for (size_t i = 0; i < soundTracks.size(); ++i)
{
Mix_FreeChunk(soundTracks[i].sound);
}
soundTracks.clear();
// Before we free all the music: stop playing music, else SDL2_mixer
// will call SDL_Delay() if we are fading, resulting in no-draw frames
Mix_HaltMusic();
for (size_t i = 0; i < musicTracks.size(); ++i)
{
Mix_FreeMusic(musicTracks[i].m_music);
}
musicTracks.clear();
pppppp_blob.clear();
mmmmmm_blob.clear();
}
void musicclass::play(int t)
{
if (mmmmmm && usingmmmmmm)
{
// Don't conjoin this if-statement with the above one...
if (num_mmmmmm_tracks > 0)
{
t %= num_mmmmmm_tracks;
}
}
else if (num_pppppp_tracks > 0)
{
t %= num_pppppp_tracks;
}
if (mmmmmm && !usingmmmmmm)
{
t += num_mmmmmm_tracks;
}
safeToProcessMusic = true;
if (currentsong == t && !m_doFadeOutVol)
{
return;
}
currentsong = t;
if (t == -1)
{
return;
}
if (!INBOUNDS_VEC(t, musicTracks))
{
puts("play() out-of-bounds!");
currentsong = -1;
return;
}
if (currentsong == 0 || currentsong == 7 || (!map.custommode && (currentsong == 0+num_mmmmmm_tracks || currentsong == 7+num_mmmmmm_tracks)))
{
// Level Complete theme, no fade in or repeat
if (Mix_PlayMusic(musicTracks[t].m_music, 0) == -1)
{
printf("Mix_PlayMusic: %s\n", Mix_GetError());
}
else
{
musicVolume = MIX_MAX_VOLUME;
}
}
else
{
if (m_doFadeOutVol)
{
// We're already fading out
nicechange = t;
nicefade = true;
currentsong = -1;
if (quick_fade)
{
fadeMusicVolumeOut(500); // fade out quicker
}
else
{
quick_fade = true;
}
}
else if (Mix_PlayMusic(musicTracks[t].m_music, -1) == -1)
{
printf("Mix_PlayMusic: %s\n", Mix_GetError());
}
else
{
fadeMusicVolumeIn(3000);
}
}
}
void musicclass::resume()
{
Mix_ResumeMusic();
}
void musicclass::resumefade(const int fadein_ms)
{
resume();
fadeMusicVolumeIn(fadein_ms);
}
void musicclass::fadein(void)
{
resumefade(3000); // 3000 ms fadein
}
void musicclass::pause(void)
{
Mix_PauseMusic();
}
void musicclass::haltdasmusik(void)
{
/* Just pauses music. This is intended. */
pause();
currentsong = -1;
}
void musicclass::silencedasmusik(void)
{
musicVolume = 0;
}
void musicclass::setfadeamount(const int fade_ms)
{
if (fade_ms == 0)
{
FadeVolAmountPerFrame = MIX_MAX_VOLUME;
return;
}
FadeVolAmountPerFrame = MIX_MAX_VOLUME / (fade_ms / game.get_timestep());
}
void musicclass::fadeMusicVolumeIn(int ms)
{
m_doFadeInVol = true;
m_doFadeOutVol = false;
/* Ensure it starts at 0 */
musicVolume = 0;
setfadeamount(ms);
}
void musicclass::fadeMusicVolumeOut(const int fadeout_ms)
{
m_doFadeInVol = false;
m_doFadeOutVol = true;
setfadeamount(fadeout_ms);
}
void musicclass::fadeout(const bool quick_fade_ /*= true*/)
{
fadeMusicVolumeOut(2000);
quick_fade = quick_fade_;
}
void musicclass::processmusicfadein(void)
{
musicVolume += FadeVolAmountPerFrame;
if (musicVolume >= MIX_MAX_VOLUME)
{
m_doFadeInVol = false;
}
}
void musicclass::processmusicfadeout(void)
{
musicVolume -= FadeVolAmountPerFrame;
if (musicVolume < 0)
{
musicVolume = 0;
m_doFadeOutVol = false;
pause();
}
}
void musicclass::processmusic(void)
{
if(!safeToProcessMusic)
{
return;
}
if (nicefade && Mix_PausedMusic() == 1)
{
play(nicechange);
nicechange = -1;
nicefade = false;
}
if(m_doFadeInVol)
{
processmusicfadein();
}
if (m_doFadeOutVol)
{
processmusicfadeout();
}
}
void musicclass::niceplay(int t)
{
// important: do nothing if the correct song is playing!
if((!mmmmmm && currentsong!=t) || (mmmmmm && usingmmmmmm && currentsong!=t) || (mmmmmm && !usingmmmmmm && currentsong!=t+num_mmmmmm_tracks))
{
if(currentsong!=-1)
{
fadeout(false);
}
nicefade = true;
nicechange = t;
}
}
void musicclass::changemusicarea(int x, int y)
{
switch(musicroom(x, y))
{
case musicroom(11, 4):
niceplay(2);
break;
case musicroom(2, 4):
case musicroom(7, 15):
niceplay(3);
break;
case musicroom(18, 1):
case musicroom(15, 0):
niceplay(12);
break;
case musicroom(0, 0):
case musicroom(0, 16):
case musicroom(2, 11):
case musicroom(7, 9):
case musicroom(8, 11):
case musicroom(13, 2):
case musicroom(17, 12):
case musicroom(14, 19):
case musicroom(17, 17):
niceplay(4);
break;
default:
niceplay(1);
break;
}
}
void musicclass::playef(int t)
{
if (!INBOUNDS_VEC(t, soundTracks))
{
return;
}
int channel;
channel = Mix_PlayChannel(-1, soundTracks[t].sound, 0);
if(channel == -1)
{
fprintf(stderr, "Unable to play WAV file: %s\n", Mix_GetError());
}
}
void musicclass::pauseef(void)
{
Mix_Pause(-1);
}
void musicclass::resumeef(void)
{
Mix_Resume(-1);
}