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VVVVVV/desktop_version/src/Music.cpp
Ethan Lee df618e6d22 Isolate all SDL_mixer references to SoundTrack/MusicTrack.
This looks redundant but will actually help in the transition to FAudio; we
mostly want to keep the game logic the same while reimplementing the current
mixer, weirdness and all. Once that's done and confirmed to be stable and
consistent we can start cutting out the workarounds and quirks.
2022-01-14 16:46:04 -05:00

723 lines
16 KiB
C++

#define MUSIC_DEFINITION
#include "Music.h"
#include <SDL.h>
#include <physfsrwops.h>
#include "BinaryBlob.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "Map.h"
#include "Script.h"
#include "UtilityClass.h"
#include "Vlogging.h"
/* Begin SDL_mixer wrapper */
#include <SDL_mixer.h>
#include <vector>
#define VVV_MAX_VOLUME MIX_MAX_VOLUME
class MusicTrack
{
public:
MusicTrack(SDL_RWops *rw)
{
m_music = Mix_LoadMUS_RW(rw, 1);
m_isValid = true;
if (m_music == NULL)
{
vlog_error("Unable to load Magic Binary Music file: %s", Mix_GetError());
m_isValid = false;
}
}
void Dispose()
{
Mix_FreeMusic(m_music);
}
bool Play(bool loop)
{
if (Mix_PlayMusic(m_music, loop ? -1 : 0) == -1)
{
vlog_error("Mix_PlayMusic: %s", Mix_GetError());
return false;
}
return true;
}
static void Init(int audio_rate, int audio_channels)
{
const Uint16 audio_format = AUDIO_S16SYS;
const int audio_buffers = 1024;
if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) != 0)
{
vlog_error("Unable to initialize audio: %s", Mix_GetError());
SDL_assert(0 && "Unable to initialize audio!");
}
}
static void Halt()
{
Mix_HaltMusic();
}
static bool IsHalted()
{
return Mix_PausedMusic() == 1;
}
static void Pause()
{
Mix_PauseMusic();
}
static void Resume()
{
Mix_ResumeMusic();
}
static void SetVolume(int musicVolume)
{
Mix_VolumeMusic(musicVolume);
}
private:
Mix_Music *m_music;
bool m_isValid;
};
class SoundTrack
{
public:
SoundTrack(const char* fileName)
{
unsigned char *mem;
size_t length;
FILESYSTEM_loadAssetToMemory(fileName, &mem, &length, false);
if (mem == NULL)
{
m_sound = NULL;
vlog_error("Unable to load WAV file %s", fileName);
SDL_assert(0 && "WAV file missing!");
return;
}
SDL_RWops *fileIn = SDL_RWFromConstMem(mem, length);
m_sound = Mix_LoadWAV_RW(fileIn, 1);
FILESYSTEM_freeMemory(&mem);
if (m_sound == NULL)
{
vlog_error("Unable to load WAV file: %s", Mix_GetError());
}
}
void Dispose()
{
Mix_FreeChunk(m_sound);
}
void Play()
{
if (Mix_PlayChannel(-1, m_sound, 0) == -1)
{
vlog_error("Unable to play WAV file: %s", Mix_GetError());
}
}
static void Pause()
{
Mix_Pause(-1);
}
static void Resume()
{
Mix_Resume(-1);
}
static void SetVolume(int soundVolume)
{
Mix_Volume(-1, soundVolume);
}
private:
Mix_Chunk *m_sound;
};
static std::vector<MusicTrack> musicTracks;
static std::vector<SoundTrack> soundTracks;
/* End SDL_mixer wrapper */
musicclass::musicclass(void)
{
MusicTrack::Init(44100, 2);
safeToProcessMusic= false;
m_doFadeInVol = false;
m_doFadeOutVol = false;
musicVolume = 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("data/" 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"))
{
if (pppppp_blob.unPackBinary("vvvvvvmusic.vvv"))
{
vlog_info("Loading music from PPPPPP blob...");
mmmmmm = false;
usingmmmmmm=false;
int index;
SDL_RWops* rw;
#define FOREACH_TRACK(blob, track_name) \
index = blob.getIndex("data/" track_name); \
rw = SDL_RWFromMem(blob.getAddress(index), blob.getSize(index)); \
musicTracks.push_back(MusicTrack( rw ));
TRACK_NAMES(pppppp_blob)
#undef FOREACH_TRACK
}
else
{
vlog_info("Loading music from loose files...");
SDL_RWops* rw;
#define FOREACH_TRACK(_, track_name) \
rw = PHYSFSRWOPS_openRead(track_name); \
musicTracks.push_back(MusicTrack( rw ));
TRACK_NAMES(_)
#undef FOREACH_TRACK
}
}
else
{
vlog_info("Loading PPPPPP and MMMMMM blobs...");
mmmmmm = true;
int index;
SDL_RWops *rw;
#define FOREACH_TRACK(blob, track_name) \
index = blob.getIndex("data/" track_name); \
if (index >= 0 && index < blob.max_headers) \
{ \
rw = SDL_RWFromConstMem(blob.getAddress(index), blob.getSize(index)); \
if (rw == NULL) \
{ \
vlog_error("Unable to read music file header: %s", 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!");
TRACK_NAMES(pppppp_blob)
#undef FOREACH_TRACK
}
num_pppppp_tracks += musicTracks.size() - num_mmmmmm_tracks;
SDL_RWops* rw;
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)
{
soundTracks[i].Dispose();
}
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
MusicTrack::Halt();
for (size_t i = 0; i < musicTracks.size(); ++i)
{
musicTracks[i].Dispose();
}
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))
{
vlog_error("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 (musicTracks[t].Play(false))
{
m_doFadeInVol = false;
m_doFadeOutVol = false;
musicVolume = VVV_MAX_VOLUME;
MusicTrack::SetVolume(musicVolume);
}
}
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 (musicTracks[t].Play(true))
{
m_doFadeInVol = false;
m_doFadeOutVol = false;
fadeMusicVolumeIn(3000);
}
}
}
void musicclass::resume()
{
MusicTrack::Resume();
}
void musicclass::resumefade(const int fadein_ms)
{
resume();
fadeMusicVolumeIn(fadein_ms);
}
void musicclass::fadein(void)
{
resumefade(3000); // 3000 ms fadein
}
void musicclass::pause(void)
{
MusicTrack::Pause();
}
void musicclass::haltdasmusik(void)
{
/* Just pauses music. This is intended. */
pause();
currentsong = -1;
m_doFadeInVol = false;
m_doFadeOutVol = false;
}
void musicclass::silencedasmusik(void)
{
musicVolume = 0;
m_doFadeInVol = false;
m_doFadeOutVol = false;
}
struct FadeState
{
int start_volume;
int end_volume;
int duration_ms;
int step_ms;
};
static struct FadeState fade;
enum FadeCode
{
Fade_continue,
Fade_finished
};
static enum FadeCode processmusicfade(struct FadeState* state, int* volume)
{
int range;
int new_volume;
if (state->duration_ms == 0 /* Fast path. */
|| state->start_volume == state->end_volume /* Fast path. */
|| state->step_ms >= state->duration_ms /* We're finished. */)
{
*volume = state->end_volume;
state->step_ms = 0;
return Fade_finished;
}
range = state->end_volume - state->start_volume;
new_volume = range * state->step_ms / state->duration_ms;
new_volume += state->start_volume;
*volume = new_volume;
state->step_ms += game.get_timestep();
return Fade_continue;
}
void musicclass::fadeMusicVolumeIn(int ms)
{
if (halted())
{
return;
}
m_doFadeInVol = true;
m_doFadeOutVol = false;
/* Ensure it starts at 0 */
musicVolume = 0;
/* Fix 1-frame glitch */
MusicTrack::SetVolume(0);
fade.step_ms = 0;
fade.duration_ms = ms;
fade.start_volume = 0;
fade.end_volume = VVV_MAX_VOLUME;
}
void musicclass::fadeMusicVolumeOut(const int fadeout_ms)
{
if (halted())
{
return;
}
m_doFadeInVol = false;
m_doFadeOutVol = true;
fade.step_ms = 0;
/* Duration is proportional to current volume. */
fade.duration_ms = fadeout_ms * musicVolume / VVV_MAX_VOLUME;
fade.start_volume = musicVolume;
fade.end_volume = 0;
}
void musicclass::fadeout(const bool quick_fade_ /*= true*/)
{
fadeMusicVolumeOut(quick_fade_ ? 500 : 2000);
quick_fade = quick_fade_;
}
void musicclass::processmusicfadein(void)
{
enum FadeCode fade_code = processmusicfade(&fade, &musicVolume);
if (fade_code == Fade_finished)
{
m_doFadeInVol = false;
}
}
void musicclass::processmusicfadeout(void)
{
enum FadeCode fade_code = processmusicfade(&fade, &musicVolume);
if (fade_code == Fade_finished)
{
musicVolume = 0;
m_doFadeOutVol = false;
haltdasmusik();
}
}
void musicclass::processmusic(void)
{
if(!safeToProcessMusic)
{
return;
}
if(m_doFadeInVol)
{
processmusicfadein();
}
if (m_doFadeOutVol)
{
processmusicfadeout();
}
/* This needs to come after processing fades */
if (nicefade && halted())
{
play(nicechange);
nicechange = -1;
nicefade = false;
}
}
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;
}
static const int areamap[] = {
4, 3, 3, 3, 3, 3, 3, 3, 4,-2, 4, 4, 4,12,12,12,12,12,12,12,
4, 3, 3, 3, 3, 3, 3, 4, 4,-2, 4, 4, 4, 4,12,12,12,12,12,12,
4, 4, 4, 4, 3, 4, 4, 4, 4,-2, 4, 4, 4, 4,12,12,12,12,12,12,
4, 4, 4, 4, 3, 4, 4, 4, 4,-2, 4, 4, 1, 1, 1, 1,12,12,12,12,
4, 4, 3, 3, 3, 4, 4, 4, 4,-2,-2,-2, 1, 1, 1, 1, 4, 4, 4, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 1, 1, 1, 1, 1, 1,11,11,-1, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 1, 1, 1, 1, 1, 1, 1,11,11,11,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 1, 1, 1, 1, 1, 1, 1, 1, 1,11,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 4, 4, 4, 1, 1, 1, 1, 1, 1, 3,
4, 4, 4, 4, 4, 4, 4, 4,-2,-2, 4, 4, 4, 1, 1, 1, 1, 1, 1, 4,
4, 4,-1,-1,-1, 4, 4, 4, 4,-2, 4, 4, 4, 1, 1, 1, 1, 1, 1, 4,
4, 4,-1,-1,-1, 4, 4, 4, 4,-2, 4, 1, 1, 1, 1, 1, 1, 1, 1, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 4, 1, 1, 1, 1, 1, 1, 4, 1, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 4, 1, 1, 1, 1, 1, 1, 4, 1, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4,-2, 4,-1,-3, 4, 4, 4, 4, 4, 1, 4,
4, 4, 4, 4, 4, 3, 3, 3, 4,-2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 3, 3, 3, 3, 3, 3, 4,-2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 3, 3, 3, 3, 3, 3, 3, 4,-2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3, 3, 3, 3, 3, 4, 4, 3, 4,-2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3, 3, 3, 3, 3, 4, 4, 3, 4,-2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4
};
SDL_COMPILE_TIME_ASSERT(areamap, SDL_arraysize(areamap) == 20 * 20);
void musicclass::changemusicarea(int x, int y)
{
int room;
int track;
if (script.running)
{
return;
}
room = musicroom(x, y);
if (!INBOUNDS_ARR(room, areamap))
{
SDL_assert(0 && "Music map index out-of-bounds!");
return;
}
track = areamap[room];
switch (track)
{
case -1:
/* Don't change music. */
return;
case -2:
/* Special case: Tower music, changes with Flip Mode. */
if (graphics.setflipmode)
{
track = 9; /* ecroF evitisoP */
}
else
{
track = 2; /* Positive Force */
}
break;
case -3:
/* Special case: start of Space Station 2. */
if (game.intimetrial)
{
track = 1; /* Pushing Onwards */
}
else
{
track = 4; /* Passion for Exploring */
}
break;
}
niceplay(track);
}
void musicclass::playef(int t)
{
if (!INBOUNDS_VEC(t, soundTracks))
{
return;
}
soundTracks[t].Play();
}
void musicclass::pauseef(void)
{
SoundTrack::Pause();
}
void musicclass::resumeef(void)
{
SoundTrack::Resume();
}
bool musicclass::halted(void)
{
return MusicTrack::IsHalted();
}
void musicclass::updatemutestate(void)
{
if (game.muted)
{
MusicTrack::SetVolume(0);
SoundTrack::SetVolume(0);
}
else
{
SoundTrack::SetVolume(VVV_MAX_VOLUME * user_sound_volume / USER_VOLUME_MAX);
if (game.musicmuted)
{
MusicTrack::SetVolume(0);
}
else
{
MusicTrack::SetVolume(musicVolume * user_music_volume / USER_VOLUME_MAX);
}
}
}