- All sounds are now multiplied by a master volume setting. - Changed all default volume levels. - Scrolling in the main menu and game states changes the master volume and displays a volume bar on the right side of the screen. - "volume-bg.png" image by @kouyang. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
226 lines
6.1 KiB
Java
226 lines
6.1 KiB
Java
/*
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* opsu! - an open-source osu! client
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* Copyright (C) 2014, 2015 Jeffrey Han
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*
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* opsu! is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* opsu! is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
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*/
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package itdelatrisu.opsu.audio;
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import itdelatrisu.opsu.ErrorHandler;
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import itdelatrisu.opsu.OsuHitObject;
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import itdelatrisu.opsu.audio.HitSound.SampleSet;
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import itdelatrisu.opsu.states.Options;
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import java.io.IOException;
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import java.net.URL;
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import javax.sound.sampled.AudioFormat;
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import javax.sound.sampled.AudioInputStream;
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import javax.sound.sampled.AudioSystem;
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import javax.sound.sampled.Clip;
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import javax.sound.sampled.DataLine;
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import javax.sound.sampled.FloatControl;
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import javax.sound.sampled.LineUnavailableException;
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import javax.sound.sampled.UnsupportedAudioFileException;
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import org.newdawn.slick.util.ResourceLoader;
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/**
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* Controller for all (non-music) sound components.
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* Note: Uses Java Sound because OpenAL lags too much for accurate hit sounds.
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*/
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public class SoundController {
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/**
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* Interface for all (non-music) sound components.
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*/
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public interface SoundComponent {
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/**
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* Returns the Clip associated with the sound component.
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* @return the Clip
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*/
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public Clip getClip();
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}
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/**
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* Sample volume multiplier, from timing points [0, 1].
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*/
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private static float sampleVolumeMultiplier = 1f;
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/**
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* The name of the current sound file being loaded.
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*/
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private static String currentFileName;
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/**
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* The number of the current sound file being loaded.
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*/
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private static int currentFileIndex = -1;
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// This class should not be instantiated.
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private SoundController() {}
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/**
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* Loads and returns a Clip from a resource.
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* @param ref the resource name
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* @return the loaded and opened clip
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*/
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private static Clip loadClip(String ref) {
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try {
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URL url = ResourceLoader.getResource(ref);
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AudioInputStream audioIn = AudioSystem.getAudioInputStream(url);
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// GNU/Linux workaround
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// Clip clip = AudioSystem.getClip();
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AudioFormat format = audioIn.getFormat();
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DataLine.Info info = new DataLine.Info(Clip.class, format);
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Clip clip = (Clip) AudioSystem.getLine(info);
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clip.open(audioIn);
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return clip;
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} catch (UnsupportedAudioFileException | IOException | LineUnavailableException | RuntimeException e) {
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ErrorHandler.error(String.format("Failed to load file '%s'.", ref), e, true);
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}
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return null;
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}
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/**
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* Loads all sound files.
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*/
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public static void init() {
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if (Options.isSoundDisabled())
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return;
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// TODO: support MP3 sounds?
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currentFileIndex = 0;
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// menu and game sounds
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for (SoundEffect s : SoundEffect.values()) {
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currentFileName = String.format("%s.wav", s.getFileName());
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s.setClip(loadClip(currentFileName));
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currentFileIndex++;
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}
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// hit sounds
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for (SampleSet ss : SampleSet.values()) {
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for (HitSound s : HitSound.values()) {
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currentFileName = String.format("%s-%s.wav", ss.getName(), s.getFileName());
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s.setClip(ss, loadClip(currentFileName));
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currentFileIndex++;
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}
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}
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currentFileName = null;
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currentFileIndex = -1;
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}
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/**
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* Sets the sample volume (modifies the global sample volume).
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* @param volume the sample volume [0, 1]
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*/
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public static void setSampleVolume(float volume) {
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if (volume >= 0f && volume <= 1f)
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sampleVolumeMultiplier = volume;
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}
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/**
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* Plays a sound clip.
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* @param clip the Clip to play
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* @param volume the volume [0, 1]
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*/
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private static void playClip(Clip clip, float volume) {
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if (clip == null) // clip failed to load properly
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return;
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if (volume > 0f) {
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// stop clip if running
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if (clip.isRunning()) {
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clip.stop();
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clip.flush();
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}
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// PulseAudio does not support Master Gain
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if (clip.isControlSupported(FloatControl.Type.MASTER_GAIN)) {
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// set volume
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FloatControl gainControl = (FloatControl) clip.getControl(FloatControl.Type.MASTER_GAIN);
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float dB = (float) (Math.log(volume) / Math.log(10.0) * 20.0);
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gainControl.setValue(dB);
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}
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// play clip
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clip.setFramePosition(0);
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clip.start();
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}
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}
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/**
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* Plays a sound.
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* @param s the sound effect
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*/
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public static void playSound(SoundComponent s) {
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playClip(s.getClip(), Options.getEffectVolume() * Options.getMasterVolume());
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}
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/**
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* Plays hit sound(s) using an OsuHitObject bitmask.
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* @param hitSound the hit sound (bitmask)
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*/
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public static void playHitSound(byte hitSound) {
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if (hitSound < 0)
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return;
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float volume = Options.getHitSoundVolume() * sampleVolumeMultiplier * Options.getMasterVolume();
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if (volume == 0f)
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return;
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// play all sounds
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if (hitSound == OsuHitObject.SOUND_NORMAL)
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playClip(HitSound.NORMAL.getClip(), volume);
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else {
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if ((hitSound & OsuHitObject.SOUND_WHISTLE) > 0)
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playClip(HitSound.WHISTLE.getClip(), volume);
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if ((hitSound & OsuHitObject.SOUND_FINISH) > 0)
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playClip(HitSound.FINISH.getClip(), volume);
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if ((hitSound & OsuHitObject.SOUND_CLAP) > 0)
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playClip(HitSound.CLAP.getClip(), volume);
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}
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}
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/**
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* Plays a hit sound.
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* @param s the hit sound
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*/
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public static void playHitSound(SoundComponent s) {
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playClip(s.getClip(), Options.getHitSoundVolume() * sampleVolumeMultiplier * Options.getMasterVolume());
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}
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/**
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* Returns the name of the current file being loaded, or null if none.
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*/
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public static String getCurrentFileName() {
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return (currentFileName != null) ? currentFileName : null;
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}
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/**
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* Returns the progress of sound loading, or -1 if not loading.
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* @return the completion percent [0, 100] or -1
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*/
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public static int getLoadingProgress() {
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if (currentFileIndex == -1)
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return -1;
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return currentFileIndex * 100 / (SoundEffect.SIZE + (HitSound.SIZE * SampleSet.SIZE));
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}
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}
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