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1f5835c985
The previous fade system used only one variable, the amount of volume to fade per frame. However, this variable was an integer, meaning any decimal portion would be truncated, and would lead to a longer fade duration than intended. The fade per volume is calculated by doing MIX_MAX_VOLUME / (fade_ms / game.get_timestep()). MIX_MAX_VOLUME is 128, and game.get_timestep() is usually 34, so a 3000 millisecond fade would be calculated as 128 / (3000 / 34). 3000 / 34 is 88.235..., but that gets truncated to 88, and then 128 / 88 becomes 1.454545..., which then gets truncated to 1. This essentially means 1 is added to or subtracted from the volume every frame, and given that the max volume is 128, this means that the fade lasts for 128 frames. Now, instead of the fade duration lasting 3 seconds, the fade now lasts for 128 frames, which is 128 * 34 / 1000 = 4.352 seconds long. This could be fixed using floats, but when you introduce floats, you now have 1.9999998 problems. For instance, I'm concerned about floating-point determinism issues. What I've done instead is switch the system to use four different variables instead: the start volume, the end volume, the total duration, and the duration completed so far (called the "step"). For every frame, the game interpolates which value should be used based on the step, the total duration, and the start and end volumes, and then adds the timestep to the step. This way, fades will be correctly timed, and we don't have potential determinism issues. Doing this also fixes inaccuracies with the game timestep changing during the fade, since the timestep is only used in the calculation once at the beginning in the previous system.
79 lines
1.5 KiB
C++
79 lines
1.5 KiB
C++
#ifndef MUSIC_H
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#define MUSIC_H
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#include <vector>
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#include "BinaryBlob.h"
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#include "SoundSystem.h"
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#define musicroom(rx, ry) ((rx) + ((ry) * 20))
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/* The amount of "space" for the scale of the user-set volume. */
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#define USER_VOLUME_MAX 256
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/* It is advised that USER_VOLUME_MAX be divisible by this. */
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#define USER_VOLUME_STEP 32
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class musicclass
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{
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public:
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musicclass(void);
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void init(void);
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void destroy(void);
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void play(int t);
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void resume();
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void resumefade(const int fadein_ms);
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void pause(void);
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void haltdasmusik(void);
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void silencedasmusik(void);
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void fadeMusicVolumeIn(int ms);
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void fadeMusicVolumeOut(const int fadeout_ms);
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void fadeout(const bool quick_fade_ = true);
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void fadein(void);
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void processmusicfadein(void);
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void processmusicfadeout(void);
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void processmusic(void);
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void niceplay(int t);
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void changemusicarea(int x, int y);
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int currentsong;
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void playef(int t);
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void pauseef(void);
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void resumeef(void);
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std::vector<SoundTrack> soundTracks;
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std::vector<MusicTrack> musicTracks;
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SoundSystem soundSystem;
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bool safeToProcessMusic;
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int nicechange; // -1 if no song queued
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bool nicefade;
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bool m_doFadeInVol;
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bool m_doFadeOutVol;
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int musicVolume;
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/* 0..USER_VOLUME_MAX */
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int user_music_volume;
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int user_sound_volume;
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bool quick_fade;
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// MMMMMM mod settings
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bool mmmmmm;
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bool usingmmmmmm;
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binaryBlob pppppp_blob;
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binaryBlob mmmmmm_blob;
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int num_pppppp_tracks;
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int num_mmmmmm_tracks;
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};
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#ifndef MUSIC_DEFINITION
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extern musicclass music;
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#endif
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#endif /* MUSIC_H */
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