diff options
author | Nemrav <> | 2024-04-22 22:30:21 +0200 |
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committer | Nemrav <> | 2024-08-06 01:40:34 +0200 |
commit | 9506f4160f0bd351f0853e6e8263ea927d9ec771 (patch) | |
tree | 0a9bd4f52c01315c3b38ce641a78c33bd8562be2 /extension/src/openvic-extension/singletons/SoundSingleton.hpp | |
parent | fde15e554dc9ed458a838683c69d10262764db12 (diff) |
Music and Sound Effect loading and playing
almost working music loading
music list sent to godot
wav loading not working
mp3 metadata
load wav initial
load and play title theme first
fix errors not related to nodetools
working wav define loading and music playlists
fixup error handling and playlist
load song chances
code style progress
switch mp3 metadata addon to MusicMetadata
add id3v1 mp3 metadata handling to MusicMetadata
remove commented code from id3v1
sounds gd styling
fix dataloader conflicts
clean up commented code
move MusicChance to dataloader
remove reference to old addon
move sfx defines loader
add self to credits
feedback on soundSingleton
include subfolders in sound singleton sfx map
replace space tabs
replace std_view_to_godot_string with std_to_godot_string
revise singleton files
revise gd side sound
final revisions
Diffstat (limited to 'extension/src/openvic-extension/singletons/SoundSingleton.hpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/SoundSingleton.hpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/SoundSingleton.hpp b/extension/src/openvic-extension/singletons/SoundSingleton.hpp new file mode 100644 index 0000000..bfa03ea --- /dev/null +++ b/extension/src/openvic-extension/singletons/SoundSingleton.hpp @@ -0,0 +1,86 @@ +#pragma once + +#include <godot_cpp/core/class_db.hpp> +#include <godot_cpp/core/object.hpp> +#include <godot_cpp/variant/string.hpp> +#include <godot_cpp/variant/string_name.hpp> + +#include <godot_cpp/classes/file_access.hpp> +#include <godot_cpp/classes/audio_stream.hpp> +#include <godot_cpp/classes/audio_stream_mp3.hpp> +#include <godot_cpp/classes/audio_stream_wav.hpp> +#include <godot_cpp/templates/vector.hpp> + +#include <openvic-simulation/types/OrderedContainers.hpp> +#include <openvic-simulation/types/IdentifierRegistry.hpp> +#include <openvic-simulation/types/fixed_point/FixedPoint.hpp> + +namespace OpenVic { + + class SoundSingleton : public godot::Object { + + GDCLASS(SoundSingleton, godot::Object); + + static inline SoundSingleton* _singleton = nullptr; + + //cache of songs + //names will be like "subfolder/songname", with "music/" base folder and the extension (.mp3) being excluded + using song_asset_map_t = deque_ordered_map<godot::StringName, godot::Ref<godot::AudioStreamMP3>>; + song_asset_map_t tracks; + + //cache of sfx (map file name to an audio stream), only used temporarily until the sfx_define_map is built + using sfx_asset_map_t = deque_ordered_map<godot::StringName, godot::Ref<godot::AudioStreamWAV>>; + sfx_asset_map_t sfx; + + //define name, stream ref, volume for sound effects so we can get these properties with a simple call in godot + struct sound_asset_t { + std::optional<godot::Ref<godot::AudioStreamWAV>> audioStream; + std::optional<fixed_point_t> volume; + }; + using sfx_define_map_t = deque_ordered_map<godot::StringName,sound_asset_t>; + sfx_define_map_t sfx_define; + + static constexpr std::string_view title_theme_name = "thecoronation_titletheme.mp3"; + static constexpr std::string_view music_folder = "music/"; + static constexpr std::string_view sound_folder = "sound/"; + + //property for gd scripts to access song names + godot::Array PROPERTY(song_list); + godot::String PROPERTY(title_theme); + + //property for gd scripts to access sound names + godot::Array PROPERTY(sound_list); + + public: + SoundSingleton(); + ~SoundSingleton(); + static SoundSingleton* get_singleton(); + + protected: + static void _bind_methods(); + + godot::String to_define_file_name(godot::String const& path, std::string_view const& base_folder) const; + godot::String read_riff_str(godot::Ref<godot::FileAccess> const& file, int size=4) const; + + private: + /* Loads AudioStreams (.mp3 or .wav) at runtime using godot's functions*/ + godot::Ref<godot::AudioStreamMP3> _load_godot_mp3(godot::String const& path) const; + godot::Ref<godot::AudioStreamWAV> _load_godot_wav(godot::String const& path) const; + + public: + //gets a song from the cache ('tracks' variable), or if not, then from the files using _load_godot_mp3 + godot::Ref<godot::AudioStreamMP3> get_song(godot::String const& name); + godot::Ref<godot::AudioStreamWAV> get_sound(godot::String const& path); + + //load the files into memory + bool load_music(); + bool load_sounds(); + bool load_title_theme(); + + //for sound effects, get the stream and relative volume it should play at from the sfx map + godot::Ref<godot::AudioStreamWAV> get_sound_stream(godot::String const& path); + float get_sound_base_volume(godot::String const& path); + + }; + +}
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