forked from 0ad/0ad
157 lines
3.9 KiB
JavaScript
157 lines
3.9 KiB
JavaScript
/*
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DESCRIPTION : Audio functions (eg "pick a random sound from a list", "build a playlist") go here.
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NOTES :
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*/
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// ====================================================================
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// Quick run-down of the basic audio commands:
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// Save the specified audio file to handle "s".
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// s = new Sound( "audio/music/menu_track.ogg" );
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// Play the sound stored at handle "s" one time (it'll be automatically freed when the playback ends):
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// s.play();
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// Play the sound stored at handle "s" continuously:
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// s.loop();
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// Close "s" and free it from memory (use in conjunction with loop()):
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// s.free();
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// Adjust the gain (volume) of a sound (floating point range between 0 (silent) and 1 (max volume)).
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// s.setGain(value);
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// ====================================================================
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function newRandomSound(soundType, soundSubType, soundPrePath)
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{
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// Return a random audio file by category, to be assigned to a handle.
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var randomSoundPath;
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switch (soundType)
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{
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case "music":
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randomSoundPath = "audio/music/"
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break;
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case "ambient":
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randomSoundPath = "audio/ambient/" + soundPrePath + "/";
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break;
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case "effect":
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randomSoundPath = soundPrePath + "/";
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break;
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default:
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break;
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}
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// Get names of sounds (attack, command, select, hit, pain).
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// or
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// Get names of "peace", "menu" (theme) and "battle" tracks.
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var soundArray = buildDirEntList(randomSoundPath, "*" + soundSubType + "*", false);
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if (soundArray.length == 0)
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{
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console.write ("Failed to find sounds matching '*"+soundSubType+"*'");
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return undefined;
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}
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// Get a random number within the sound's range.
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var randomSound = getRandom (0, soundArray.length-1);
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// Set name of track.
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var randomFileName = soundArray[randomSound];
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// Build path to random audio file.
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randomSoundPath = randomFileName;
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//console.write("Playing " + randomSoundPath + " ...");
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return new Sound(randomSoundPath);
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}
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// ====================================================================
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function fadeOut (soundHandle, fadeDuration)
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{
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// Adjust the gain of a sound until it is zero.
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// The sound is automatically freed when finished fading.
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soundHandle.fade(-1, 0, fadeDuration)
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return true;
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}
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// ====================================================================
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function fadeIn (soundHandle, finalGain, fadeDuration)
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{
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// Adjust the gain of a sound from zero up to the given value.
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soundHandle.fade(0, finalGain, fadeDuration)
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return true;
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}
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// ====================================================================
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function crossFade (outHandle, inHandle, fadeDuration)
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{
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// Accepts two sound handles. Over the given duration,
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// fades out the first while fading in the second.
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// Note that it plays the in and frees the out while it's at it.
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if (outHandle)
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fadeOut(outHandle, fadeDuration);
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if (inHandle)
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{
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inHandle.play();
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fadeIn(inHandle, g_ConfigDB.system["sound.mastergain"], fadeDuration);
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}
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return true;
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}
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// ====================================================================
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//const AMBIENT_SOUND = "audio/ambient/dayscape/day_temperate_gen_03.ogg";
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//const AMBIENT_TEMPERATE = "temperate";
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//var currentAmbient;
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//function playRandomAmbient(type)
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//{
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// switch (type)
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// {
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// case AMBIENT_TEMPERATE:
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// // Seem to need the underscore at the end of "temperate" to avoid crash
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// // (Might be caused by trying to randomly load day_temperate.xml)
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// currentAmbient = newRandomSound("ambient", "temperate_", "dayscape");
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// if (currentAmbient)
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// {
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// currentAmbient.loop();
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// currentAmbient.setGain(0.8);
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// }
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// break;
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//
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// default:
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// console.write("Unrecognized ambient type: " + type);
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// break;
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// }
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//}
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//
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//function stopAmbient()
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//{
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// if (currentAmbient)
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// {
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// currentAmbient.fade(-1, 0.0, 5.0);
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// currentAmbient = null;
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// }
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//}
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//const BUTTON_SOUND = "audio/interface/ui/ui_button_longclick.ogg";
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//function playButtonSound()
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//{
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// var buttonSound = new Sound(BUTTON_SOUND);
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// buttonSound.play();
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//}
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