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Diffstat (limited to 'extension/src/openvic-extension/singletons/SoundSingleton.cpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/SoundSingleton.cpp | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/SoundSingleton.cpp b/extension/src/openvic-extension/singletons/SoundSingleton.cpp new file mode 100644 index 0000000..a32d9fe --- /dev/null +++ b/extension/src/openvic-extension/singletons/SoundSingleton.cpp @@ -0,0 +1,413 @@ +#include "SoundSingleton.hpp" + +#include <string_view> +#include <vector> + +#include <godot_cpp/core/error_macros.hpp> +#include <godot_cpp/variant/string.hpp> +#include <godot_cpp/classes/dir_access.hpp> +#include <godot_cpp/classes/file_access.hpp> +#include <godot_cpp/classes/stream_peer_buffer.hpp> + +#include "openvic-simulation/utility/StringUtils.hpp" +#include <openvic-extension/utility/Utilities.hpp> +#include <openvic-extension/utility/ClassBindings.hpp> +#include <openvic-extension/singletons/GameSingleton.hpp> +#include <openvic-dataloader/v2script/AbstractSyntaxTree.hpp> +#include <openvic-simulation/dataloader/Dataloader.hpp> +#include <openvic-simulation/dataloader/NodeTools.hpp> + +using OpenVic::Utilities::godot_to_std_string; +using OpenVic::Utilities::std_to_godot_string; + +using namespace godot; +using namespace OpenVic; +using namespace OpenVic::NodeTools; + +//ov_bind_method is used to make a method visible to godot +void SoundSingleton::_bind_methods() { + OV_BIND_METHOD(SoundSingleton::load_music); + OV_BIND_METHOD(SoundSingleton::get_song, {"song_name"}); + OV_BIND_METHOD(SoundSingleton::get_song_list); + + ADD_PROPERTY(PropertyInfo( + Variant::ARRAY, + "song_list", PROPERTY_HINT_ARRAY_TYPE, + "AudioStreamMP3"), + "", "get_song_list"); + + OV_BIND_METHOD(SoundSingleton::load_sounds); + OV_BIND_METHOD(SoundSingleton::get_sound_stream, {"sound_name"}); + OV_BIND_METHOD(SoundSingleton::get_sound_base_volume, {"sound_name"}); + OV_BIND_METHOD(SoundSingleton::get_sound_list); + + ADD_PROPERTY(PropertyInfo( + Variant::ARRAY, + "sound_list", + PROPERTY_HINT_ARRAY_TYPE, + "AudioStreamWAV"), + "", "get_sound_list"); + + OV_BIND_METHOD(SoundSingleton::load_title_theme); + OV_BIND_METHOD(SoundSingleton::get_title_theme); + + ADD_PROPERTY(PropertyInfo( + Variant::STRING, + "title_theme"), + "", "get_title_theme"); + +} + +SoundSingleton* SoundSingleton::get_singleton() { + return _singleton; +} + +SoundSingleton::SoundSingleton() { + ERR_FAIL_COND(_singleton != nullptr); + _singleton = this; +} + +SoundSingleton::~SoundSingleton() { + ERR_FAIL_COND(_singleton != this); + _singleton = nullptr; +} + + +//Load a sound from the path +Ref<AudioStreamMP3> SoundSingleton::_load_godot_mp3(String const& path) const { + const Ref<FileAccess> file = FileAccess::open(path, FileAccess::ModeFlags::READ); + + Error err = FileAccess::get_open_error(); + ERR_FAIL_COND_V_MSG( + err != OK || file.is_null(), nullptr, + vformat("Failed to open mp3 file %s", path) //named %s, path, + ); + + const PackedByteArray data = file->get_buffer(file->get_length()); + + Ref<AudioStreamMP3> sound = Ref<AudioStreamMP3>(); + sound.instantiate(); + sound->set_data(data); + + return sound; +} + +//slices a path down to after the base_folder, keeps the extension +//this is because the defines refer to audio files using this format, +//so we might as well use this form as the key for the "name"->audiostream map +String SoundSingleton::to_define_file_name(String const& path, std::string_view const& base_folder) const { + String name = path.replace("\\","/"); + return name.get_slice(base_folder.data(),1); //get file name with extension +} + +//Load a sound from the cache, or directly if its not in the cache +//take in a path, extract just the file name for the cache (and defines) +Ref<AudioStreamMP3> SoundSingleton::get_song(String const& path){ + String name = to_define_file_name(path, music_folder); + + const song_asset_map_t::const_iterator it = tracks.find(name); + if (it != tracks.end()) { //it->first = key, it->second = value + return it->second; + } + + const Ref<AudioStreamMP3> song = _load_godot_mp3(path); + + ERR_FAIL_NULL_V_MSG( + song, nullptr, + vformat("Failed to load music file: %s", path) + ); + tracks.emplace(std::move(name), song); + + return song; + +} + +//loading music is actually one of the slower things to do, and we want the title theme +//playing the whole time. Solution: load it first and separately +bool SoundSingleton::load_title_theme(){ + GameSingleton const* game_singleton = GameSingleton::get_singleton(); + ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton")); + + static constexpr std::string_view music_directory = "music"; + bool ret = false; + + Dataloader::path_vector_t music_files = game_singleton->get_dataloader() + .lookup_files_in_dir_recursive(music_directory, ".mp3"); + + if(music_files.size() < 1){ + Logger::error("failed to load title theme: no files in music directory"); + } + + for(std::filesystem::path const& file_name : music_files) { + //the path + String file = std_to_godot_string(file_name.string()); + //file name + String file_stem = to_define_file_name(file,music_folder); + + if(file_stem == title_theme_name.data()){ + if(!get_song(file).is_valid()){ + Logger::error("failed to load title theme song at path ",file_name); + break; //don't try to append a null pointer to the list + } + else{ + String name = to_define_file_name(file,music_folder); + title_theme = name; + ret = true; + break; + } + } + + } + + if(!ret) Logger::error("Failed to load title theme!"); + + return ret; +} + +bool SoundSingleton::load_music() { + + GameSingleton const* game_singleton = GameSingleton::get_singleton(); + ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton")); + + static constexpr std::string_view music_directory = "music"; + bool ret = true; + + Dataloader::path_vector_t music_files = game_singleton->get_dataloader() + .lookup_files_in_dir_recursive(music_directory, ".mp3"); + + if(music_files.size() < 1){ + Logger::error("failed to load music: no files in music directory"); + ret = false; + } + + for(std::filesystem::path const& file_name : music_files) { + String file = std_to_godot_string(file_name.string()); + String name = to_define_file_name(file,music_folder); + if(name == title_theme_name.data()) continue; + + if(!get_song(file).is_valid()){ + Logger::error("failed to load song at path ",file_name); + ret = false; + continue; //don't try to append a null pointer to the list + } + song_list.append(name); + + } + + return ret; +} + +//Load a sound into the sound cache, accessed via its file path +Ref<AudioStreamWAV> SoundSingleton::get_sound(String const& path){ + String name = to_define_file_name(path, sound_folder); + + const sfx_asset_map_t::const_iterator it = sfx.find(name); + if (it != sfx.end()) { //it->first = key, it->second = value + return it->second; + } + + const Ref<AudioStreamWAV> sound = _load_godot_wav(path); + + ERR_FAIL_NULL_V_MSG( + sound, nullptr, + vformat("Failed to load sound file %s", path) //named %s, path, + ); + + sfx.emplace(std::move(name), sound); + return sound; +} + +//Get a sound by its define name +Ref<AudioStreamWAV> SoundSingleton::get_sound_stream(String const& path) { + if(sfx_define[path].audioStream.has_value()){ + return sfx_define[path].audioStream.value(); + } + + ERR_FAIL_V_MSG( + nullptr, + vformat("Attempted to retrieve sound stream at invalid index ", path) + ); + +} + +//get the base volume of a sound from its define name +float SoundSingleton::get_sound_base_volume(String const& path) { + if(sfx_define[path].volume.has_value()){ + return sfx_define[path].volume.value().to_float(); + } + return 1.0; +} + +//Requires the sound defines to already be loaded by the dataloader +//then build the define map (define_identifier->{audiostream,volume}) +bool SoundSingleton::load_sounds() { + static constexpr std::string_view sound_directory = "sound"; + bool ret = true; + + GameSingleton const* game_singleton = GameSingleton::get_singleton(); + ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton")); + + SoundEffectManager const& sound_manager = game_singleton->get_definition_manager().get_sound_effect_manager(); + + if(sound_manager.sound_effects_empty()){ + Logger::error("failed to load music: no identifiers in sounds.sfx"); + ret = false; + } + + for(SoundEffect const& sound_inst : sound_manager.get_sound_effects()){ + std::string folder_path = StringUtils::append_string_views(sound_directory, "/", sound_inst.get_file()); + fs::path full_path = game_singleton->get_dataloader().lookup_file(folder_path, false); + + //UI_Cavalry_Selected.wav doesn't exist (paradox mistake, UI_Cavalry_Select.wav does), just keep going + //the define its associated with also isn't used in game + if(full_path.empty()){ + Logger::warning("The sound define ",sound_inst.get_identifier()," points to an non-existing file ", folder_path); + continue; + } + + Ref<AudioStreamWAV> stream = get_sound(std_to_godot_string(full_path.string())); + if(stream.is_null()){ + Logger::error("failed to load sound ",sound_inst.get_identifier()," at path ",full_path); + ret = false; + continue; //don't try to append a null pointer to the list + } + + String name = to_define_file_name(std_to_godot_string(full_path.string()), sound_folder); + + StringName define_gd_name = std_to_godot_string(sound_inst.get_identifier()); + sfx_define[define_gd_name].audioStream = get_sound(name); + sfx_define[define_gd_name].volume = sound_inst.get_volume(); + + sound_list.append(define_gd_name); + } + + return ret; + +} + +Ref<AudioStreamWAV> SoundSingleton::_load_godot_wav(String const& path) const { + const Ref<FileAccess> file = FileAccess::open(path, FileAccess::ModeFlags::READ); + + Error err = FileAccess::get_open_error(); + ERR_FAIL_COND_V_MSG( + err != OK || file.is_null(), nullptr, + vformat("Failed to open wav file %s", path) + ); + + + Ref<AudioStreamWAV> sound = Ref<AudioStreamWAV>(); + sound.instantiate(); + + //RIFF file header + String riff_id = read_riff_str(file); //RIFF + int riff_size = std::min(static_cast<uint64_t>(file->get_32()), file->get_length()); + String form_type = read_riff_str(file); //WAVE + + + //ie. 16, 24, 32 bit audio + int bits_per_sample = 0; + + //godot audiostreamwav has: data,format,loop_begin,loop_end,loop_mode,mix_rate,stereo + + //RIFF reader + while(file->get_position() < riff_size){ + String id = read_riff_str(file); + int size = file->get_32(); + if(id=="LIST"){ + String list_type = read_riff_str(file); + } + else if(id=="JUNK"){ + const PackedByteArray junk = file->get_buffer(size); + } + else if(id=="fmt "){ + //what fields to read depends on the fmt chunk variant (can be 16, 18, or 40 bytes long) + //basic fields + + //2bytes: type of format can be 1=PCM, 3=IEEE float, 6=8bit Alaw, 7=8bit mu-law, FFFE=go by subformat + int formatTag = file->get_16(); + int channels = file->get_16(); + int samplesPerSec = file->get_32(); + int avgBytesPerSec = file->get_32(); + int blockAlign = file->get_16(); + + bits_per_sample = file->get_16(); + ERR_FAIL_COND_V_MSG( + bits_per_sample == 24 || bits_per_sample == 32, nullptr, + vformat("Unsupported wav file sample rate %s", bits_per_sample) + ); + + if(size > 16){ + int extensionSize = file->get_16(); + } + if(size > 18){ + //extensible format + int validBitsPerSample = file->get_16(); + int channelMask = file->get_32(); + + //16 byte subformat + int subFormat = file->get_16(); + String subFormatString = read_riff_str(file,14); + } + + //set godot properties + sound->set_stereo(channels==2); + switch(formatTag){ //TODO: verify, looks from 1 doc like these should be 0x0101, 0x102, ... + case 0:{ + sound->set_format(sound->FORMAT_8_BITS); + break; + } + case 1:{ + sound->set_format(sound->FORMAT_16_BITS); + break; + } + case 2:{ + sound->set_format(sound->FORMAT_IMA_ADPCM); + break; + } + default:{ + Logger::warning("unknown WAV format tag %x",formatTag); + sound->set_format(sound->FORMAT_16_BITS); + break; + } + } + + sound->set_mix_rate(samplesPerSec); + + } + else if(id=="data"){ + PackedByteArray audio_data = file->get_buffer(size); + + if(bits_per_sample == 24 || bits_per_sample == 32){ + //sound->set_data(to_16bit_wav_data(audio_data,bits_per_sample)); + Logger::error("WAV file ",godot_to_std_string(path), " uses an unsupported sample rate ", bits_per_sample); + } + else{ + sound->set_data(audio_data); + } + } + else if(id=="fact"){ //for compressed formats that aren't PCM + //TODO: Handle these other cases + int sampleLen = file->get_32(); //# samples/channel + Logger::warning("WAV fact header, indicates likely unhandled case"); + } + else{ + //Logger::warning("skipping Unhandled RIFF chunk of id ",godot_to_std_string(id)); + //known chunks that cause this: "smpl", "labl", "cue ", "ltxt", info chunks (IART, ICOP, IENG, ...) + //these don't seem to be needed for our uses + const PackedByteArray junk = file->get_buffer(size); //just try and skip this chunk + + } + if(file->get_position() % 2 != 0){ //align to even bytes + file->get_8(); + } + + } + + sound->set_loop_end(file->get_length()/4); + return sound; +} + +//set size if its an info string, otherwise leaving +String SoundSingleton::read_riff_str(Ref<FileAccess> const& file, int size) const { + return file->get_buffer(size).get_string_from_ascii(); +}
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