mirror of https://github.com/OpenTTD/OpenTTD.git
Feature: Allow base sounds set to be changed mid-game. (#12399)
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@ -35,6 +35,7 @@ struct MixerChannel {
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};
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static std::atomic<uint8_t> _active_channels;
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static std::atomic<uint8_t> _stop_channels;
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static MixerChannel _channels[8];
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static uint32_t _play_rate = 11025;
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static uint32_t _max_size = UINT_MAX;
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@ -108,6 +109,16 @@ static void MxCloseChannel(uint8_t channel_index)
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_active_channels.fetch_and(~(1 << channel_index), std::memory_order_release);
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}
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/**
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* Close all mixer channels.
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* This signals to the mixer that each channel should be closed even if it has not played all remaining samples.
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* This is safe (and designed) to be called from the main thread.
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*/
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void MxCloseAllChannels()
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{
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_stop_channels.fetch_or(~0, std::memory_order_release);
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}
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void MxMixSamples(void *buffer, uint samples)
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{
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PerformanceMeasurer framerate(PFE_SOUND);
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@ -126,6 +137,12 @@ void MxMixSamples(void *buffer, uint samples)
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if (_music_stream) _music_stream((int16_t*)buffer, samples);
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}
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/* Check if any channels should be stopped. */
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uint8_t stop = _stop_channels.load(std::memory_order_acquire);
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for (uint8_t idx : SetBitIterator(stop)) {
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MxCloseChannel(idx);
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}
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/* Apply simple x^3 scaling to master effect volume. This increases the
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* perceived difference in loudness to better match expectations. effect_vol
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* is expected to be in the range 0-127 hence the division by 127 * 127 to
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@ -200,6 +217,7 @@ void MxSetChannelVolume(MixerChannel *mc, uint volume, float pan)
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void MxActivateChannel(MixerChannel *mc)
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{
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uint8_t channel_index = mc - _channels;
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_stop_channels.fetch_and(~(1 << channel_index), std::memory_order_release);
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_active_channels.fetch_or((1 << channel_index), std::memory_order_release);
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}
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@ -27,6 +27,7 @@ MixerChannel *MxAllocateChannel();
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void MxSetChannelRawSrc(MixerChannel *mc, int8_t *mem, size_t size, uint rate, bool is16bit);
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void MxSetChannelVolume(MixerChannel *mc, uint volume, float pan);
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void MxActivateChannel(MixerChannel*);
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void MxCloseAllChannels();
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uint32_t MxSetMusicSource(MxStreamCallback music_callback);
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@ -47,6 +47,7 @@
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#include "network/network_survey.h"
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#include "video/video_driver.hpp"
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#include "social_integration.h"
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#include "sound_func.h"
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#include "safeguards.h"
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@ -940,13 +941,7 @@ struct GameOptionsWindow : Window {
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break;
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case WID_GO_BASE_SFX_DROPDOWN:
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if (_game_mode == GM_MENU) {
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auto set = BaseSounds::GetSet(index);
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BaseSounds::ini_set = set->name;
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BaseSounds::SetSet(set);
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this->reload = true;
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this->InvalidateData();
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}
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ChangeSoundSet(index);
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break;
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case WID_GO_BASE_MUSIC_DROPDOWN:
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@ -982,7 +977,6 @@ struct GameOptionsWindow : Window {
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#endif /* HAS_TRUETYPE_FONT */
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this->SetWidgetDisabledState(WID_GO_BASE_GRF_DROPDOWN, _game_mode != GM_MENU);
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this->SetWidgetDisabledState(WID_GO_BASE_SFX_DROPDOWN, _game_mode != GM_MENU);
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this->SetWidgetDisabledState(WID_GO_BASE_GRF_PARAMETERS, BaseGraphics::GetUsedSet() == nullptr || !BaseGraphics::GetUsedSet()->IsConfigurable());
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@ -233,6 +233,34 @@ void SndCopyToPool()
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}
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}
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/**
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* Change the configured sound set and reset sounds.
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* @param index Index of sound set to switch to.
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*/
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void ChangeSoundSet(int index)
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{
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if (BaseSounds::GetIndexOfUsedSet() == index) return;
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auto set = BaseSounds::GetSet(index);
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BaseSounds::ini_set = set->name;
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BaseSounds::SetSet(set);
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MxCloseAllChannels();
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InitializeSound();
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/* Replace baseset sounds in the pool with the updated original sounds. This is safe to do as
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* any sound still playing owns its sample data. */
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for (uint i = 0; i < ORIGINAL_SAMPLE_COUNT; i++) {
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SoundEntry *sound = GetSound(i);
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/* GRF Container 0 means the sound comes from the baseset, and isn't overridden by NewGRF. */
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if (sound == nullptr || sound->grf_container_ver != 0) continue;
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*sound = _original_sounds[_sound_idx[i]];
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sound->volume = _sound_base_vol[i];
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sound->priority = 0;
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}
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}
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/**
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* Decide 'where' (between left and right speaker) to play the sound effect.
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* Note: Callers must determine if sound effects are enabled. This plays a sound regardless of the setting.
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@ -14,6 +14,8 @@
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#include "vehicle_type.h"
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#include "tile_type.h"
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void ChangeSoundSet(int index);
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void SndPlayTileFx(SoundID sound, TileIndex tile);
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void SndPlayVehicleFx(SoundID sound, const Vehicle *v);
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void SndPlayFx(SoundID sound);
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