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VVVVVV/desktop_version/src/Music.cpp
Misa 58ae93c4cc Music: Do not do fades if not playing
This fixes a regression where entering playtesting while a track was
fading out (by exiting out of playtesting with a track playing and then
immediately entering back in with the level start music set) would
result in no music.

The cause is the game doing fades even though nothing is playing, which
puts it in a confusing state.
2021-09-10 19:37:33 -07:00

571 lines
14 KiB
C++

#define MUSIC_DEFINITION
#include "Music.h"
#include <SDL.h>
#include <physfsrwops.h>
#include "BinaryBlob.h"
#include "Game.h"
#include "Graphics.h"
#include "Map.h"
#include "Script.h"
#include "UtilityClass.h"
#include "Vlogging.h"
musicclass::musicclass(void)
{
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)
{
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))
{
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 (Mix_PlayMusic(musicTracks[t].m_music, 0) == -1)
{
vlog_error("Mix_PlayMusic: %s", Mix_GetError());
}
else
{
m_doFadeInVol = false;
m_doFadeOutVol = false;
musicVolume = MIX_MAX_VOLUME;
Mix_VolumeMusic(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 (Mix_PlayMusic(musicTracks[t].m_music, -1) == -1)
{
vlog_error("Mix_PlayMusic: %s", Mix_GetError());
}
else
{
m_doFadeInVol = false;
m_doFadeOutVol = false;
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;
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 */
Mix_VolumeMusic(0);
fade.step_ms = 0;
fade.duration_ms = ms;
fade.start_volume = 0;
fade.end_volume = MIX_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 / MIX_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;
}
int channel;
channel = Mix_PlayChannel(-1, soundTracks[t].sound, 0);
if(channel == -1)
{
vlog_error("Unable to play WAV file: %s", Mix_GetError());
}
}
void musicclass::pauseef(void)
{
Mix_Pause(-1);
}
void musicclass::resumeef(void)
{
Mix_Resume(-1);
}
bool musicclass::halted(void)
{
return Mix_PausedMusic() == 1;
}