264 lines
9.5 KiB
GDScript
264 lines
9.5 KiB
GDScript
extends Node2D
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#warning-ignore-all:return_value_discarded
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signal exit
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const MusicPlayer := preload('res://scripts/MusicPlayer.gd')
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var MusicLoader := preload('res://scripts/loaders/snes/music_ff5.gd').new()
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onready var bgm_titles := Common.load_glyph_table('res://data/5/bgm_titles.txt')
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onready var audio_renderer := $'%audio_renderer'
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onready var audio_player := $audio_player
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var prerendered_bgms := {}
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var prerendered_bgm_start_and_end_loops := {}
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var inst_buttons = []
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var sfx_buttons = []
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var initialized_instrument_texture := false
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var queued_bgm_playback := ''
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const NUM_CHANNELS := 8
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var music_player = null
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var inst_sample_map := {}
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var bgm_tracksets := {}
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func _create_sfx_buttons():
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var disable_btn := !SoundLoader.has_loaded_audio_samples
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var btn_width := 48
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var btn_height := 22
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var btns_per_row := 8
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var inst_pos_offset: Vector2 = $inst_buttons.rect_position
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for i in SoundLoader.INST_NUM:
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var btn = Button.new()
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btn.text = 'Inst #%02d' % i
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btn.align = Button.ALIGN_CENTER
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btn.set_position(Vector2((i%btns_per_row)*btn_width, (i/btns_per_row)*btn_height) + inst_pos_offset)
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btn.rect_min_size.x = btn_width
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add_child(btn)
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btn.connect('pressed', SoundLoader, 'play_sample', [i])
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inst_buttons.append(btn)
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btn.disabled = disable_btn
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btns_per_row = int($sfx_buttons.rect_size.x/btn_width)
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var sfx_pos_offset: Vector2 = $sfx_buttons.rect_position
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for i in SoundLoader.SFX_NUM:
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var btn = Button.new()
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btn.text = 'SFX #%02d' % i
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btn.align = Button.ALIGN_CENTER
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btn.set_position(Vector2((i%btns_per_row)*btn_width, (i/btns_per_row)*btn_height) + sfx_pos_offset)
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btn.rect_min_size.x = btn_width
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add_child(btn)
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btn.connect('pressed', SoundLoader, 'play_sfx', [i])
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sfx_buttons.append(btn)
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btn.disabled = disable_btn
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if disable_btn:
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SoundLoader.connect('audio_samples_loaded', self, '_enable_sfx_buttons')
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SoundLoader.connect('audio_inst_sample_loaded', self, '_enable_inst_button')
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SoundLoader.connect('audio_sfx_sample_loaded', self, '_enable_sfx_button')
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func _enable_sfx_buttons():
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for btn in sfx_buttons:
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btn.disabled = false
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for btn in inst_buttons:
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btn.disabled = false
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func _enable_sfx_button(id: int):
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# NB: This assumes sequential loading (may change, probably won't)
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for i in id+1:
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sfx_buttons[i].disabled = false
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func _enable_inst_button(id: int):
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# NB: This assumes sequential loading (may change, probably won't)
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for i in id+1:
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inst_buttons[i].disabled = false
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func evaluate_bgm(id: int):
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var buffer: StreamPeerBuffer = RomLoader.snes_buffer.duplicate()
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var bgm_song_ptr: int = RomLoader.snes_data.bgm_song_pointers[id] & 0x3FFFFF
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var bank_offset: int = bgm_song_ptr & 0x3F0000
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buffer.seek(bgm_song_ptr)
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var length := buffer.get_u16()
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var rom_address_base := buffer.get_u16()
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var track_ptrs := PoolIntArray()
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for i in NUM_CHANNELS:
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var track_ptr := buffer.get_u16() + bank_offset
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if track_ptr < bgm_song_ptr:
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track_ptr += 0x010000 # next bank
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track_ptrs.append(track_ptr)
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var end_ptr := buffer.get_u16() + bank_offset
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if end_ptr < bgm_song_ptr:
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end_ptr += 0x010000 # next bank
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var tracks := []
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for i in NUM_CHANNELS:
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var track_ptr := track_ptrs[i]
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# var channel: MusicChannel = self.channels[i]
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# print('Unrolling BGM track %02d:%02d at 0x%06X:0x%06X:0x%06X' % [id, i, bgm_song_ptr, track_ptr, end_ptr])
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tracks.append(MusicLoader.unroll_track(buffer.duplicate(), bgm_song_ptr, track_ptr, end_ptr, '%02d:%02d'%[id, i]))
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bgm_tracksets[id] = tracks
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func play_bgm(id: int, live: bool) -> void:
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self._stop_all()
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if live:
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var inst_indices = RomLoader.snes_data.bgm_instrument_indices[id]
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for i in 16:
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var inst_idx: int = inst_indices[i]-1
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if inst_idx < 0:
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self.inst_sample_map[i + 0x20] = null
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else:
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self.inst_sample_map[i + 0x20] = SoundLoader.instrument_samples_HACK_EXTENDED_LOOPS[inst_idx]
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if self.music_player:
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remove_child(music_player)
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self.music_player = MusicPlayer.new(bgm_tracksets[id], self.inst_sample_map)
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add_child(self.music_player)
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self.music_player.is_playing = true
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else:
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# Play prerendered
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var bgm_key = 'BGM%02d'%id
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if bgm_key in self.prerendered_bgms:
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self.audio_player.stream = self.prerendered_bgms[bgm_key]
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self.audio_player.play()
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else:
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self.queue_prerender_bgm(id)
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self.queued_bgm_playback = bgm_key
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print('Playing BGM%02d' % id)
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func _play_bgm_live() -> void:
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self.play_bgm($sb_bgm.value, true)
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func _play_bgm_prerendered() -> void:
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self.play_bgm($sb_bgm.value, false)
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func _create_bgm_playback() -> void:
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$sb_bgm.max_value = SoundLoader.BGM_NUM
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$sb_bgm.connect('value_changed', self, '_update_bgm_label')
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self._update_bgm_label()
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$btn_bgm_live.connect('pressed', self, '_play_bgm_live')
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$btn_bgm_prerendered.connect('pressed', self, '_play_bgm_prerendered')
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$btn_render.connect('pressed', self, 'render_all_bgm')
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for i in SoundLoader.SFX_NUM:
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self.inst_sample_map[i] = SoundLoader.sfx_samples[i]
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for i in SoundLoader.BGM_NUM:
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evaluate_bgm(i)
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func _stop_all() -> void:
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if self.music_player:
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self.music_player.queue_free()
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self.music_player = null
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SoundLoader.player.stop()
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self.audio_player.stop()
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func _update_bgm_label(id = 0) -> void:
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if id < len(bgm_titles):
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$lbl_bgm_title.text = bgm_titles[id]
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else:
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$lbl_bgm_title.text = ''
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func _exit() -> void:
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self.emit_signal('exit')
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func _ready() -> void:
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self._create_sfx_buttons()
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self._create_bgm_playback()
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$btn_stop.connect('pressed', self, '_stop_all')
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$btn_exit.connect('pressed', self, '_exit')
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for i in len(RomLoader.snes_data.bgm_song_pointers):
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var pointer = RomLoader.snes_data.bgm_song_pointers[i]
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# print('BGM 0x%02X (%02d) at 0x%06X' % [i, i, pointer])
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var load_start_tick: int
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func get_ms(restart: bool = false) -> int:
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if restart or not self.load_start_tick:
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self.load_start_tick = Time.get_ticks_msec()
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return 0
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return Time.get_ticks_msec() - self.load_start_tick
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func initialize_instrument_texture() -> void:
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get_ms(true)
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SoundLoader.samples_to_texture()
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audio_renderer.material.set_shader_param('instrument_samples', SoundLoader.samples_tex)
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audio_renderer.material.set_shader_param('instrument_samples_size', SoundLoader.samples_tex.get_size())
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self.initialized_instrument_texture = true
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print('@%dms - Initialized instrument samples texture' % get_ms())
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func queue_prerender_bgm(bgm_id: int) -> void:
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if not self.initialized_instrument_texture:
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self.initialize_instrument_texture()
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var mp = MusicPlayer.new(bgm_tracksets[bgm_id], self.inst_sample_map)
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var data_and_target_time_and_loops = mp.render_channels(0, 540, RomLoader.snes_data.bgm_instrument_indices[bgm_id])
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var data = data_and_target_time_and_loops[0]
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var target_time = data_and_target_time_and_loops[1]
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var target_samples = target_time * 32000
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var bgm_key := 'BGM%02d'%bgm_id
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audio_renderer.push_bytes(data, target_samples, bgm_key)
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self.prerendered_bgm_start_and_end_loops[bgm_key] = data_and_target_time_and_loops[2]
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func render_all_bgm(bgms_to_render: int = 70) -> void:
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$btn_render.set_disabled(true)
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self.initialize_instrument_texture()
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for bgm_id in bgms_to_render:
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self.queue_prerender_bgm(bgm_id)
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if bgm_id % 10 == 9 and bgm_id < bgms_to_render-1:
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print('@%dms - Processed %d/%d bgm tracks' % [get_ms(), bgm_id+1, bgms_to_render])
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print('@%dms - Processed %d bgm tracks and sent to gpu for rendering' % [get_ms(), bgms_to_render])
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const save_prerendered_audio := false
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func _get_prerendered_audio():
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audio_renderer.get_result()
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var tracks_rendered := ''
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while audio_renderer.result_queue:
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var result = audio_renderer.result_queue.pop_front()
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var desc = result[0]
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var rendered_audio := AudioStreamSample.new()
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rendered_audio.data = result[1]
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rendered_audio.stereo = true
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rendered_audio.mix_rate = 32000
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rendered_audio.format = AudioStreamSample.FORMAT_16_BITS
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if prerendered_bgm_start_and_end_loops[desc][0] >= 0:
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rendered_audio.loop_begin = int(round(prerendered_bgm_start_and_end_loops[desc][0]))
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rendered_audio.loop_end = int(round(prerendered_bgm_start_and_end_loops[desc][1]))
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rendered_audio.loop_mode = AudioStreamSample.LOOP_FORWARD
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self.prerendered_bgms[desc] = rendered_audio
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if save_prerendered_audio:
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var error = rendered_audio.save_to_wav('output/rendered_%s.wav'%desc)
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print('@%dms - Saved render of %s (error code %s)' % [get_ms(), desc, globals.ERROR_CODE_STRINGS[error]])
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else:
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# print('@%dms - Rendered %s without saving' % [get_ms(), desc])
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tracks_rendered = '%s, %s'%[tracks_rendered, desc]
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if self.queued_bgm_playback == desc:
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self.audio_player.stream = rendered_audio
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self.audio_player.play()
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self.queued_bgm_playback = ''
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print('@%dms - Rendered %s without saving' % [get_ms(), tracks_rendered.right(2)])
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func get_shader_test_pattern() -> PoolByteArray:
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var midi_events_bytes := StreamPeerBuffer.new()
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var midi_events_bytes2 := StreamPeerBuffer.new()
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var midi_events_bytes3 := StreamPeerBuffer.new()
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var midi_events_bytes4 := StreamPeerBuffer.new()
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for i in 2048:
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var t = i * 2.0
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midi_events_bytes.put_32(t*32000) # t_start
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midi_events_bytes2.put_32((t+1.75)*32000) # t_end
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midi_events_bytes3.put_u8(i%35) # instrument
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midi_events_bytes3.put_u8(71) # pitch_idx
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# midi_events_bytes.put_float((35 + (i%40))) # pitch_idx
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midi_events_bytes3.put_u8(255) # velocity
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midi_events_bytes3.put_u8(0) # pan
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# midi_events_bytes3.put_u8(i%256) # pan
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midi_events_bytes4.put_32(0) # ADSR
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return midi_events_bytes.data_array + midi_events_bytes2.data_array + midi_events_bytes3.data_array + midi_events_bytes4.data_array
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func _process(_delta):
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update()
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func _draw() -> void:
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if audio_renderer.waiting_for_viewport:
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self._get_prerendered_audio()
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