Zero-K_Custom_Widgets/snd_music.lua

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--
-- file: gui_music.lua
-- brief: yay music
-- author: cake
--
-- Copyright (C) 2007.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
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function widget:GetInfo()
return {
name = "Music Player",
desc = "Plays music based on situation",
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author = "cake, trepan, Smoth, Licho, xponen, Birdulon",
date = "Mar 01, 2008, Aug 20 2009, Nov 23 2011, June 2020",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end
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options_path = "Settings/Audio"
options = {
useIncludedTracks = {
name = "Use Included Tracks",
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type = "bool",
value = true,
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desc = "Use the tracks included with Zero-K",
noHotkey = true,
},
pausemusic = {
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name = "Pause Music",
type = "bool",
value = false,
desc = "Music pauses with game",
noHotkey = true,
},
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attritionRatioLosing = {
name = "Attrition Ratio: Losing",
type = "number",
value = 0.4,
min = 0.1,
max = 1.0,
step = 0.05,
desc = "Music switches to Losing when recent attrition ratio falls below this value",
noHotkey = true,
},
attritionRatioWinning = {
name = "Attrition Ratio: Winning",
type = "number",
value = 3.0,
min = 1.0,
max = 8.0,
step = 0.25,
desc = "Music switches to Winning when recent attrition ratio rises above this value",
noHotkey = true,
},
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war1Threshold = {
name = "War Threshold 1",
type = "number",
value = 30000,
min = 10000,
max = 100000,
step = 100,
desc = "Music switches to War when recent war points rise above this value",
noHotkey = true,
},
war2Threshold = {
name = "War Threshold 2",
type = "number",
value = 300000,
min = 20000,
max = 1000000,
step = 100,
desc = "Music switches to War2 when recent war points rise above this value",
noHotkey = true,
},
}
local unitExceptions = include("Configs/snd_music_exception.lua")
local windows = {}
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local spAreTeamsAllied = Spring.AreTeamsAllied
local MOODS = {"peace", "war", "war2", "winning", "losing", "briefing", "victory", "defeat"}
local moodPriorities = {peace=0, war=1, war2=2, winning=4, losing=4, briefing=10, victory=10, defeat=10, [""]=0} -- Determines which music moods will instantly interrupt others, and which will wait for playing track to finish
local moodDynamic = {peace=true, war=true, war2=true, winning=true, losing=true, briefing=false, victory=false, defeat=false, [""]=true} -- Determines which music moods will instantly interrupt others, and which will wait for playing track to finish
local war2Threshold = 300000
local warThreshold = 30000
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local peaceThreshold = 10000
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local PLAYLIST_FILE = "sounds/music/playlist.lua"
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local LOOP_BUFFER = 0.015 -- if looping track is this close to the end, go ahead and loop
local UPDATE_PERIOD = 1
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local musicType = "peace"
local warPointsIter = 1 -- Position in circular buffer. 1-indexed because L[ew]a
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local warPointsSize = 90 -- Size of circular buffer. Sampling is currently hardcoded but might change later.
local dmgPointsFriendly = {} -- keeps track of the number of doods killed in each time frame
local dmgPointsHostile = {}
local deathPointsFriendly = {} -- metal costs of destroyed units
local deathPointsHostile = {}
local warPointsRollover = 4000000000 -- Roll back to zero after this many have accumulated
local timeframetimer = 0
local timeframetimer_short = 0
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local loopTrack = ""
local previousTrack = ""
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local prevMusicType = ""
local newTrackWait = 1000
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local numVisibleFriendly = 0
local numVisibleEnemy = 0
local fadeVol
local curTrac = "no name"
local songText = "no name"
local haltMusic = false
local looping = false
local paused = false
local lastTrackTime = -1
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local tracks = {}
local firstTime = false
local wasPaused = false
local firstFade = true
local initSeed = 0
local initialized = false
local gameStarted = Spring.GetGameFrame() > 0
local gameOver = false
local myTeam = Spring.GetMyTeamID()
local isSpec = Spring.GetSpectatingState() or Spring.IsReplay()
local defeat = false
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local function GetMusicType()
return musicType
end
local function StartLoopingTrack(trackInit, trackLoop)
if not (VFS.FileExists(trackInit) and VFS.FileExists(trackLoop)) then
Spring.Log(widget:GetInfo().name, LOG.ERROR, "Missing one or both tracks for looping")
end
haltMusic = true
Spring.StopSoundStream()
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musicType = "custom"
curTrack = trackInit
loopTrack = trackLoop
Spring.PlaySoundStream(trackInit, WG.music_volume or 0.5)
looping = 0.5
end
local function StartTrack(track)
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if not tracks.peace then
Spring.Echo("Missing tracks.peace file, no music started")
return
end
haltMusic = false
looping = false
Spring.StopSoundStream()
local newTrack = previousTrack
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if musicType == "custom" then
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prevMusicType = "peace"
musicType = "peace"
end
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if (not gameStarted) then
musicType = "briefing"
end
if track then
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newTrack = track -- play specified track
musicType = "custom"
else
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local numTypeTracks = #tracks[musicType]
if (numTypeTracks == 0) then return end
for tries=1,10 do
newTrack = tracks[musicType][math.random(1, numTypeTracks)]
if newTrack ~= previousTrack then break end
end
end
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firstFade = false
previousTrack = newTrack
curTrack = newTrack
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Spring.PlaySoundStream(newTrack, WG.music_volume or 0.5)
WG.music_start_volume = WG.music_volume
end
local function StopTrack(noContinue)
looping = false
Spring.StopSoundStream()
if noContinue then
haltMusic = true
else
haltMusic = false
StartTrack()
end
end
local function SetWarThreshold(num)
if num and num >= 0 then
warThreshold = num
else
warThreshold = 5000
end
end
local function SetPeaceThreshold(num)
if num and num >= 0 then
peaceThreshold = num
else
peaceThreshold = 1000
end
end
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function InitializeTracks()
Spring.Echo("Initializing music tracks")
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-- if VFS.FileExists(PLAYLIST_FILE, VFS.RAW_FIRST) then
-- local plTracks = VFS.Include(PLAYLIST_FILE, nil, VFS.RAW_FIRST)
-- tracks.war = plTracks.war
-- tracks.peace = plTracks.peace
-- tracks.briefing = plTracks.briefing
-- tracks.victory = plTracks.victory
-- tracks.defeat = plTracks.defeat
-- end
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local vfsMode = (options.useIncludedTracks.value and VFS.RAW_FIRST) or VFS.RAW
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for i=1,#MOODS do
local mood = MOODS[i]
tracks[mood] = VFS.DirList("sounds/music/" .. mood .. "/", "*.ogg", vfsMode)
-- tracks[mood] = tracks[mood] or VFS.DirList("sounds/music/" .. mood .. "/", "*.ogg", vfsMode)
end
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end
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function CheckLoop()
local playedTime, totalTime = Spring.GetSoundStreamTime()
paused = (playedTime == lastTrackTime)
lastTrackTime = playedTime
if looping then
if looping == 0.5 then
looping = 1
elseif playedTime >= totalTime - LOOP_BUFFER then
Spring.StopSoundStream()
Spring.PlaySoundStream(loopTrack, WG.music_volume or 0.5)
end
end
end
function EvaluateMood()
-- (Spring.GetGameRulesParam("recentNukeLaunch") == 1) -- Might need this for superweapon music later
newTrackWait = newTrackWait + 1
numVisibleFriendly = 0
numVisibleEnemy = 0
local doods = Spring.GetVisibleUnits(-1, nil, true)
for i=1,#doods do
if Spring.IsUnitAllied(doods[i]) then
numVisibleFriendly = numVisibleFriendly + 1
else
numVisibleEnemy = numVisibleEnemy + 1
end
end
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local totalKilled, friendliesKilled, hostilesKilled = 0, 0, 0
local totalDmg, friendlyDmg, hostileDmg = 0, 0, 0
local iLast = ((warPointsIter-16) % warPointsSize) + 1 -- Look back 15 periods.
local iLast2 = ((warPointsIter-61) % warPointsSize) + 1 -- Look back 60 periods.
-- Last 10 seconds count for double
friendliesKilled = friendliesKilled + ((deathPointsFriendly[warPointsIter] - deathPointsFriendly[iLast]) % warPointsRollover)
friendliesKilled = friendliesKilled + ((deathPointsFriendly[warPointsIter] - deathPointsFriendly[iLast2]) % warPointsRollover)
hostilesKilled = hostilesKilled + ((deathPointsHostile[warPointsIter] - deathPointsHostile[iLast]) % warPointsRollover)
hostilesKilled = hostilesKilled + ((deathPointsHostile[warPointsIter] - deathPointsHostile[iLast2]) % warPointsRollover)
friendlyDmg = friendlyDmg + ((dmgPointsFriendly[warPointsIter] - dmgPointsFriendly[iLast]) % warPointsRollover)
friendlyDmg = friendlyDmg + ((dmgPointsFriendly[warPointsIter] - dmgPointsFriendly[iLast2]) % warPointsRollover)
hostileDmg = hostileDmg + ((dmgPointsHostile[warPointsIter] - dmgPointsHostile[iLast]) % warPointsRollover)
hostileDmg = hostileDmg + ((dmgPointsHostile[warPointsIter] - dmgPointsHostile[iLast2]) % warPointsRollover)
totalKilled = friendliesKilled + hostilesKilled
local attritionRatio = (hostilesKilled+1)/(friendliesKilled+1) -- 1 metal is virtually nothing in the ratio, but this simplifies edge cases
totalDmg = friendlyDmg + hostileDmg
-- Roll to next index in the circular buffers, continue cumulative sum
local iNext = (warPointsIter % warPointsSize) + 1
dmgPointsFriendly[iNext] = dmgPointsFriendly[warPointsIter] % warPointsRollover
dmgPointsHostile[iNext] = dmgPointsHostile[warPointsIter] % warPointsRollover
deathPointsFriendly[iNext] = deathPointsFriendly[warPointsIter] % warPointsRollover
deathPointsHostile[iNext] = deathPointsHostile[warPointsIter] % warPointsRollover
warPointsIter = iNext
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local warPoints = totalKilled + totalDmg
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if moodDynamic[musicType] then
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if (warPoints >= options.war1Threshold.value) then
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musicType = "war"
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if (warPoints >= options.war2Threshold.value) then musicType = "war2" end
if attritionRatio < options.attritionRatioLosing.value then
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musicType = "losing"
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elseif attritionRatio > options.attritionRatioWinning.value then
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musicType = "winning"
end
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else --if (warPoints <= peaceThreshold) then
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musicType = "peace"
end
end
if (not firstTime) then
StartTrack()
firstTime = true
end
local playedTime, totalTime = Spring.GetSoundStreamTime()
-- playedTime = math.floor(playedTime)
-- totalTime = math.floor(totalTime)
--Spring.Echo(playedTime, totalTime, newTrackWait)
--if((totalTime - playedTime) <= 6 and (totalTime >= 1) ) then
--Spring.Echo("time left:", (totalTime - playedTime))
--Spring.Echo("volume:", (totalTime - playedTime)/6)
--if ((totalTime - playedTime)/6 >= 0) then
-- Spring.SetSoundStreamVolume((totalTime - playedTime)/6)
--else
-- Spring.SetSoundStreamVolume(0.1)
--end
--elseif(playedTime <= 5 )then--and not firstFade
--Spring.Echo("time playing:", playedTime)
--Spring.Echo("volume:", playedTime/5)
--Spring.SetSoundStreamVolume( playedTime/5)
--end
--Spring.Echo(prevMusicType, musicType)
if (prevMusicType ~= musicType and moodPriorities[musicType] >= moodPriorities[prevMusicType])
or (playedTime >= totalTime) -- both zero means track stopped
and not(haltMusic or looping) then
prevMusicType = musicType
StartTrack()
newTrackWait = 0
end
local _, _, paused = Spring.GetGameSpeed()
if (paused ~= wasPaused) and options.pausemusic.value then
Spring.PauseSoundStream()
wasPaused = paused
end
end
function widget:Update(dt)
if gameOver then return end
if not initialized then
math.randomseed(os.clock()* 100)
initialized=true
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-- these are here to give epicmenu time to set the values properly (else it's always default at startup)
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InitializeTracks()
end
timeframetimer_short = timeframetimer_short + dt
if timeframetimer_short > 0.03 then
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CheckLoop()
timeframetimer_short = 0
end
timeframetimer = timeframetimer + dt
if (timeframetimer > UPDATE_PERIOD) then -- every second
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EvaluateMood()
timeframetimer = 0
end
end
function widget:GameStart()
if not gameStarted then
gameStarted = true
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prevMusicType = musicType
musicType = "peace"
StartTrack()
end
newTrackWait = 0
end
-- Safety of a heisenbug
function widget:GameFrame()
widget:GameStart()
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widgetHandler:RemoveCallIn("GameFrame")
end
function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer)
if unitExceptions[unitDefID] then return end
if (UnitDefs[unitDefID] == nil) then return end
if paralyzer then return end
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if spAreTeamsAllied(unitTeam or 0, myTeam) then
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dmgPointsFriendly[warPointsIter] = dmgPointsFriendly[warPointsIter] + damage
else
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dmgPointsHostile[warPointsIter] = dmgPointsHostile[warPointsIter] + damage
end
end
function widget:UnitDestroyed(unitID, unitDefID, teamID)
if unitExceptions[unitDefID] then return end
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local unitCost = UnitDefs[unitDefID].metalCost
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if spAreTeamsAllied(teamID or 0, myTeam) then
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deathPointsFriendly[warPointsIter] = deathPointsFriendly[warPointsIter] + unitCost
else
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deathPointsHostile[warPointsIter] = deathPointsHostile[warPointsIter] + unitCost
end
end
function widget:TeamDied(team)
if team == myTeam and not isSpec then
defeat = true
end
end
local function PlayGameOverMusic(gameWon)
local track
if gameWon then
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if #tracks.victory <= 0 then return end
track = tracks.victory[math.random(1, #tracks.victory)]
musicType = "victory"
else
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if #tracks.defeat <= 0 then return end
track = tracks.defeat[math.random(1, #tracks.defeat)]
musicType = "defeat"
end
looping = false
Spring.StopSoundStream()
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Spring.PlaySoundStream(track, WG.music_volume or 0.5)
WG.music_start_volume = WG.music_volume
end
function widget:GameOver()
PlayGameOverMusic(not defeat)
end
function widget:Initialize()
WG.Music = WG.Music or {}
WG.Music.StartTrack = StartTrack
WG.Music.StartLoopingTrack = StartLoopingTrack
WG.Music.StopTrack = StopTrack
WG.Music.SetWarThreshold = SetWarThreshold
WG.Music.SetPeaceThreshold = SetPeaceThreshold
WG.Music.GetMusicType = GetMusicType
WG.Music.PlayGameOverMusic = PlayGameOverMusic
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-- for TrackName,TrackDef in pairs(tracks.peace) do
-- Spring.Echo("Track: " .. TrackDef)
-- end
--math.randomseed(os.clock()* 101.01)--lurker wants you to burn in hell rgn
-- for i=1,20 do Spring.Echo(math.random()) end
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for i=1,warPointsSize do
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dmgPointsFriendly[i] = 0
dmgPointsHostile[i] = 0
deathPointsFriendly[i] = 0
deathPointsHostile[i] = 0
end
end
function widget:Shutdown()
Spring.StopSoundStream()
WG.Music = nil
for i=1,#windows do
(windows[i]):Dispose()
end
end
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