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martian-chess/src/audio.rs

192 lines
6.6 KiB
Rust

///
/// TODO: Custom Asset: FmodEventMapper
///
use crate::prelude::*;
pub(crate) struct AudioPlugin;
impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.add_event::<AudioEvent>();
app.add_plugins(FmodPlugin {
audio_banks_paths: &[
"./assets/audio/Martian Chess Audio/Build/Desktop/Master.bank",
"./assets/audio/Martian Chess Audio/Build/Desktop/Master.strings.bank",
"./assets/audio/Martian Chess Audio/Build/Desktop/Music.bank",
"./assets/audio/Martian Chess Audio/Build/Desktop/SFX.bank",
],
});
app.init_resource::<AudioVolume>();
app.add_systems(OnEnter(GameState::Intro), play_background);
app.add_systems(
Update,
(
play_audio.run_if(any_component_added::<AudioSource>()),
audio_trigger.run_if(on_event::<AudioEvent>()),
control_volume.run_if(resource_changed::<AudioVolume>),
toggle_volume.run_if(just_pressed(KeyCode::KeyM)),
set_intensity.run_if(in_state(GameState::Play).and_then(
resource_exists::<tweak::GameTweaks>.and_then(resource_changed::<game::Board>),
)),
),
);
}
}
#[derive(Event, Debug, PartialEq, Component, Clone)]
pub enum AudioEvent {
MainMusic,
_StopMainMusic,
MenuHover,
MenuSelect,
PickUp,
PutDown,
Idle,
StopIdle,
Invalid,
Captured,
}
impl AudioEvent {
fn as_str(&self) -> &str {
match self {
AudioEvent::MainMusic | AudioEvent::_StopMainMusic => "audio_music_main",
AudioEvent::MenuHover => "audio_menu_hover",
AudioEvent::MenuSelect => "audio_menu_select",
AudioEvent::PickUp => "audio_display3d_pick_up",
AudioEvent::PutDown => "audio_display3d_put_down",
AudioEvent::Idle | AudioEvent::StopIdle => "audio_display3d_idle",
AudioEvent::Captured => "audio_display3d_captured",
AudioEvent::Invalid => "audio_display3d_invalid",
}
}
}
#[derive(Resource, Debug)]
pub struct AudioVolume(f32);
impl Default for AudioVolume {
fn default() -> Self {
AudioVolume(1.0)
}
}
fn play_background(mut events: EventWriter<AudioEvent>) {
events.send(AudioEvent::MainMusic);
}
fn play_audio(mut events: Query<&AudioSource, Added<AudioSource>>) {
events.iter_mut().for_each(|aud| aud.play());
}
fn audio_trigger(
mut events: EventReader<AudioEvent>,
sources: Query<(Entity, &AudioSource, &AudioEvent)>,
studio: Res<FmodStudio>,
mut commands: Commands,
server: Res<AssetServer>,
tweaks: Res<Assets<tweak::Tweaks>>,
display_state: Res<State<DisplayState>>,
vol: Res<AudioVolume>,
) {
let tweak = tweaks
.get(&server.load("martian.tweak.toml"))
.expect("Load tweaks");
let state = display_state.get();
events.read().for_each(|event| {
let aud = tweak.get::<String>(event.as_str()).unwrap_or("".into());
// There is an event, play an audio
if !aud.is_empty() {
let event_str = format!("event:{}", aud);
if let Ok(event_description) = studio.0.get_event(event_str.as_str()) {
// We are stopping a playing event
match event {
// Find and stop playing instances of idle audio
AudioEvent::StopIdle => {
sources
.iter()
.filter(|(_, _, source_event)| **source_event == AudioEvent::Idle)
.for_each(|(entity, source, _)| {
debug!("Stopping audio {}", event_str);
source.stop();
commands.entity(entity).despawn_recursive();
});
}
// Find and stop playing instances of main music
AudioEvent::_StopMainMusic => {
sources
.iter()
.filter(|(_, _, source_event)| **source_event == AudioEvent::MainMusic)
.for_each(|(entity, source, _)| {
debug!("Stopping audio {}", event_str);
source.stop();
commands.entity(entity).despawn_recursive();
});
}
// we are playing a sound
_ => {
debug!("Playing audio {}", event_str);
let audio_source = AudioSource::new(event_description);
audio_source.set_volume(vol.0);
// TODO: Can we batch spawn all sounds at startup? Then Start/Stop/Reset at runtime?
commands.spawn((audio_source, event.clone()));
}
}
} else {
debug!("No music set for {:?} in {:?}", event, state);
}
}
});
}
fn toggle_volume(mut vol: ResMut<AudioVolume>) {
if vol.0 > 0.0 {
vol.0 = 0.0;
} else {
vol.0 = 1.0;
}
}
fn control_volume(vol: Res<AudioVolume>, query: Query<&AudioSource>) {
query.iter().for_each(|aud_src| aud_src.set_volume(vol.0));
}
fn set_intensity(
query: Query<(&AudioSource, &AudioEvent)>,
board: Res<game::Board>,
tweaks_file: Res<tweak::GameTweaks>,
tweaks: Res<Assets<Tweaks>>,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let value = {
let intensity_min = tweak.get::<f32>("audio_music_intensity_min").unwrap();
let intensity_max = tweak.get::<f32>("audio_music_intensity_max").unwrap();
let intensity_range = intensity_max - intensity_min;
let count_side_a = board.on(Side::A).len();
let count_side_b = board.on(Side::B).len();
let min_side = count_side_a.min(count_side_b);
let max_side_size = 16;
let intensity_ratio = ((max_side_size as f32) - (min_side as f32)) / (max_side_size as f32);
(intensity_ratio * intensity_range) + intensity_min
};
query
.iter()
.filter(|(_, event)| **event == AudioEvent::MainMusic)
.for_each(|(source, _)| {
debug!("Setting music intensity to {:?}", value);
source
.event_instance
.set_parameter_by_name("Intensity", value, true)
.expect("Set intensity parameter");
});
}