472 lines
14 KiB
Lua
472 lines
14 KiB
Lua
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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--
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-- file: gui_music.lua
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-- brief: yay music
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-- author: cake
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--
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-- Copyright (C) 2007.
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-- Licensed under the terms of the GNU GPL, v2 or later.
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--
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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function widget:GetInfo()
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return {
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name = "Music Player",
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desc = "Plays music based on situation",
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author = "cake, trepan, Smoth, Licho, xponen, Birdulon",
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date = "Mar 01, 2008, Aug 20 2009, Nov 23 2011, June 2020",
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license = "GNU GPL, v2 or later",
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layer = 0,
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enabled = true -- loaded by default?
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}
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end
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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options_path = "Settings/Audio"
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options = {
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useIncludedTracks = {
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name = "Use Included Tracks",
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type = "bool",
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value = true,
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desc = "Use the tracks included with Zero-K",
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noHotkey = true,
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},
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pausemusic = {
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name = "Pause Music",
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type = "bool",
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value = false,
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desc = "Music pauses with game",
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noHotkey = true,
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},
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attritionRatioLosing = {
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name = "Attrition Ratio: Losing",
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type = "number",
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value = 0.4,
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min = 0.1,
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max = 1.0,
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step = 0.05,
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desc = "Music switches to Losing when recent attrition ratio falls below this value",
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noHotkey = true,
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},
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attritionRatioWinning = {
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name = "Attrition Ratio: Winning",
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type = "number",
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value = 3.0,
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min = 1.0,
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max = 8.0,
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step = 0.25,
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desc = "Music switches to Winning when recent attrition ratio rises above this value",
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noHotkey = true,
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},
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war1Threshold = {
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name = "War Threshold 1",
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type = "number",
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value = 30000,
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min = 10000,
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max = 100000,
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step = 100,
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desc = "Music switches to War when recent war points rise above this value",
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noHotkey = true,
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},
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war2Threshold = {
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name = "War Threshold 2",
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type = "number",
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value = 300000,
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min = 20000,
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max = 1000000,
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step = 100,
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desc = "Music switches to War2 when recent war points rise above this value",
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noHotkey = true,
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},
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}
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local unitExceptions = include("Configs/snd_music_exception.lua")
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local spAreTeamsAllied = Spring.AreTeamsAllied
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local spGetUnitRulesParam = Spring.GetUnitRulesParam
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local MOODS = {"peace", "war", "war2", "winning", "losing", "briefing", "victory", "defeat"}
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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
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local moodDynamic = {peace=true, war=true, war2=true, winning=true, losing=true, briefing=false, victory=false, defeat=false, [""]=false} -- Determines which music moods will change dynamically
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local war2Threshold = 300000
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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
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local UPDATE_PERIOD = 1
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local musicType = "peace"
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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.
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local dmgPointsFriendly = {} -- keeps track of the number of doods killed in each time frame
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local dmgPointsHostile = {}
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local deathPointsFriendly = {} -- metal costs of destroyed units
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local deathPointsHostile = {}
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local warPointsRollover = 4000000000 -- Roll back to zero after this many have accumulated
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local timeframetimer = 0
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local timeframetimer_short = 0
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local loopTrack = ""
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local previousTrack = ""
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local prevMusicType = ""
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local newTrackWait = 1000
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local numVisibleFriendly = 0
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local numVisibleEnemy = 0
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local fadeVol
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local curTrac = "no name"
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local songText = "no name"
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local haltMusic = false
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local looping = false
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local paused = false
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local lastTrackTime = -1
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local tracks = {}
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local firstTime = true
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local wasPaused = false
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local firstFade = true
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local initSeed = 0
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local initialized = false
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local gameStarted = Spring.GetGameFrame() > 30 --0
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local gameOver = false
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local myTeam = Spring.GetMyTeamID()
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local isSpec = Spring.GetSpectatingState() or Spring.IsReplay()
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local defeat = false
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local timesStartTrack = 0
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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local function GetMusicType()
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return musicType
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end
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local function StartLoopingTrack(trackInit, trackLoop)
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if not (VFS.FileExists(trackInit) and VFS.FileExists(trackLoop)) then
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Spring.Log(widget:GetInfo().name, LOG.ERROR, "Missing one or both tracks for looping")
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end
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haltMusic = true
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musicType = "custom"
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curTrack = trackInit
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loopTrack = trackLoop
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Spring.StopSoundStream()
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Spring.PlaySoundStream(trackInit, WG.music_volume or 0.5)
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looping = 0.5
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end
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function CheckLoop()
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local playedTime, totalTime = Spring.GetSoundStreamTime()
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paused = (playedTime == lastTrackTime)
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lastTrackTime = playedTime
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if looping then
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if looping == 0.5 then
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looping = 1
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elseif playedTime >= totalTime - LOOP_BUFFER then
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Spring.StopSoundStream()
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Spring.PlaySoundStream(loopTrack, WG.music_volume or 0.5)
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end
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end
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end
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local function StartTrack(track)
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timesStartTrack = timesStartTrack + 1
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Spring.Echo("StartTrack called with mood: " .. musicType .. " (" .. tostring(timesStartTrack) .. ")")
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if not tracks.peace then
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Spring.Echo("Missing tracks.peace file, no music started")
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return
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end
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local newTrack = previousTrack
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if musicType == "custom" then
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prevMusicType = "peace"
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musicType = "peace"
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end
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if (not gameStarted) then
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prevMusicType = "briefing"
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musicType = "briefing"
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end
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haltMusic = false
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looping = false
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if track then
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newTrack = track -- play specified track
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musicType = "custom"
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else
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local numTypeTracks = #tracks[musicType]
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if (numTypeTracks == 0) then return end
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for tries=1,10 do
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newTrack = tracks[musicType][math.random(1, numTypeTracks)]
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if newTrack ~= previousTrack then break end
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end
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end
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firstFade = false
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previousTrack = newTrack
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curTrack = newTrack
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Spring.StopSoundStream()
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Spring.PlaySoundStream(newTrack, WG.music_volume or 0.5)
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WG.music_start_volume = WG.music_volume
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end
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local function StopTrack(noContinue)
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looping = false
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Spring.StopSoundStream()
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if noContinue then
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haltMusic = true
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else
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haltMusic = false
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StartTrack()
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end
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end
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local function SetWarThreshold(num)
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if num and num >= 0 then
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warThreshold = num
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else
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warThreshold = 5000
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end
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end
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local function SetPeaceThreshold(num)
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if num and num >= 0 then
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peaceThreshold = num
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else
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peaceThreshold = 1000
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end
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end
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function InitializeTracks()
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Spring.Echo("Initializing music tracks")
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-- if VFS.FileExists(PLAYLIST_FILE, VFS.RAW_FIRST) then
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-- local plTracks = VFS.Include(PLAYLIST_FILE, nil, VFS.RAW_FIRST)
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-- tracks.war = plTracks.war
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-- tracks.peace = plTracks.peace
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-- tracks.briefing = plTracks.briefing
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-- tracks.victory = plTracks.victory
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-- tracks.defeat = plTracks.defeat
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-- 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
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local mood = MOODS[i]
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tracks[mood] = VFS.DirList("sounds/music/" .. mood .. "/", "*.ogg", vfsMode)
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-- tracks[mood] = tracks[mood] or VFS.DirList("sounds/music/" .. mood .. "/", "*.ogg", vfsMode)
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end
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end
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function EvaluateMood()
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-- (Spring.GetGameRulesParam("recentNukeLaunch") == 1) -- Might need this for superweapon music later
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numVisibleFriendly = 0
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numVisibleEnemy = 0
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local doods = Spring.GetVisibleUnits(-1, nil, true)
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for i=1,#doods do
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if Spring.IsUnitAllied(doods[i]) then
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numVisibleFriendly = numVisibleFriendly + 1
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else
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numVisibleEnemy = numVisibleEnemy + 1
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end
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end
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local totalKilled, friendliesKilled, hostilesKilled = 0, 0, 0
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local totalDmg, friendlyDmg, hostileDmg = 0, 0, 0
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local iLast = ((warPointsIter-16) % warPointsSize) + 1 -- Look back 15 periods.
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local iLast2 = ((warPointsIter-61) % warPointsSize) + 1 -- Look back 60 periods.
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-- Last 10 seconds count for double
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friendliesKilled = friendliesKilled + ((deathPointsFriendly[warPointsIter] - deathPointsFriendly[iLast]) % warPointsRollover)
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friendliesKilled = friendliesKilled + ((deathPointsFriendly[warPointsIter] - deathPointsFriendly[iLast2]) % warPointsRollover)
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hostilesKilled = hostilesKilled + ((deathPointsHostile[warPointsIter] - deathPointsHostile[iLast]) % warPointsRollover)
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hostilesKilled = hostilesKilled + ((deathPointsHostile[warPointsIter] - deathPointsHostile[iLast2]) % warPointsRollover)
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friendlyDmg = friendlyDmg + ((dmgPointsFriendly[warPointsIter] - dmgPointsFriendly[iLast]) % warPointsRollover)
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friendlyDmg = friendlyDmg + ((dmgPointsFriendly[warPointsIter] - dmgPointsFriendly[iLast2]) % warPointsRollover)
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hostileDmg = hostileDmg + ((dmgPointsHostile[warPointsIter] - dmgPointsHostile[iLast]) % warPointsRollover)
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hostileDmg = hostileDmg + ((dmgPointsHostile[warPointsIter] - dmgPointsHostile[iLast2]) % warPointsRollover)
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totalKilled = friendliesKilled + hostilesKilled
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local attritionRatio = (hostilesKilled+1)/(friendliesKilled+1) -- 1 metal is virtually nothing in the ratio, but this simplifies edge cases
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totalDmg = friendlyDmg + hostileDmg
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-- Roll to next index in the circular buffers, continue cumulative sum
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local iNext = (warPointsIter % warPointsSize) + 1
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dmgPointsFriendly[iNext] = dmgPointsFriendly[warPointsIter] % warPointsRollover
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dmgPointsHostile[iNext] = dmgPointsHostile[warPointsIter] % warPointsRollover
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deathPointsFriendly[iNext] = deathPointsFriendly[warPointsIter] % warPointsRollover
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deathPointsHostile[iNext] = deathPointsHostile[warPointsIter] % warPointsRollover
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warPointsIter = iNext
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local warPoints = totalKilled + totalDmg
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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
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if (not isSpec) then
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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"
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end
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end
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else --if (warPoints <= peaceThreshold) then
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musicType = "peace"
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end
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end
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function UpdateTick()
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newTrackWait = newTrackWait + 1
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if moodDynamic[musicType] then
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EvaluateMood()
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end
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local playedTime, totalTime = Spring.GetSoundStreamTime()
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if ((prevMusicType ~= musicType) and (moodPriorities[musicType] >= moodPriorities[prevMusicType]))
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or (playedTime >= totalTime) -- both zero means track stopped
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and not(haltMusic or looping) then
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prevMusicType = musicType
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StartTrack()
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newTrackWait = 0
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end
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local _, _, paused = Spring.GetGameSpeed()
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if (paused ~= wasPaused) and options.pausemusic.value then
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Spring.PauseSoundStream()
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wasPaused = paused
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end
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end
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function widget:Update(dt)
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if gameOver then return end
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if firstTime then
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musicType = "briefing"
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StartTrack()
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firstTime = false
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return
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end
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if ((not gameStarted) and (Spring.GetGameFrame() > 30)) then
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gameStarted = true
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prevMusicType = musicType
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musicType = "peace"
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StartTrack()
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newTrackWait = 0
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end
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if not initialized then
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math.randomseed(os.clock()* 100)
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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()
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end
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timeframetimer_short = timeframetimer_short + dt
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if timeframetimer_short > 0.03 then
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CheckLoop()
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timeframetimer_short = 0
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end
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timeframetimer = timeframetimer + dt
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if (timeframetimer > UPDATE_PERIOD) then -- every second
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UpdateTick()
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timeframetimer = 0
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end
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end
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-- function widget:GameStart()
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-- if not gameStarted then
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-- gameStarted = true
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-- prevMusicType = musicType
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-- musicType = "peace"
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-- StartTrack()
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-- end
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--
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-- newTrackWait = 0
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-- end
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-- Safety of a heisenbug
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-- function widget:GameFrame()
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-- widget:GameStart()
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-- widgetHandler:RemoveCallIn("GameFrame")
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-- end
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function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer)
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if unitExceptions[unitDefID] then return end
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if (UnitDefs[unitDefID] == nil) then return end
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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
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else
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dmgPointsHostile[warPointsIter] = dmgPointsHostile[warPointsIter] + damage
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end
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end
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function widget:UnitDestroyed(unitID, unitDefID, teamID)
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if unitExceptions[unitDefID] then return end
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if spGetUnitRulesParam(unitID, "wasMorphedTo") 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
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else
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deathPointsHostile[warPointsIter] = deathPointsHostile[warPointsIter] + unitCost
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end
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end
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function widget:TeamDied(team)
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if team == myTeam and not isSpec then
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defeat = true
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end
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end
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local function PlayGameOverMusic(gameWon)
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gameOver = true
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if gameWon then
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musicType = "victory"
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else
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musicType = "defeat"
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end
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StartTrack()
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end
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function widget:GameOver()
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PlayGameOverMusic(not defeat)
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end
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function widget:Initialize()
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WG.Music = WG.Music or {}
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-- WG.Music.StartTrack = StartTrack
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-- WG.Music.StartLoopingTrack = StartLoopingTrack
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-- WG.Music.StopTrack = StopTrack
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-- WG.Music.SetWarThreshold = SetWarThreshold
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-- WG.Music.SetPeaceThreshold = SetPeaceThreshold
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-- WG.Music.GetMusicType = GetMusicType
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WG.Music.PlayGameOverMusic = PlayGameOverMusic
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-- for TrackName,TrackDef in pairs(tracks.peace) do
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-- Spring.Echo("Track: " .. TrackDef)
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-- end
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--math.randomseed(os.clock()* 101.01)--lurker wants you to burn in hell rgn
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-- 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
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dmgPointsHostile[i] = 0
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deathPointsFriendly[i] = 0
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deathPointsHostile[i] = 0
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end
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end
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function widget:Shutdown()
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Spring.StopSoundStream()
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WG.Music = nil
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end
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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