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Sample.java
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Sample.java
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/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2024 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa.audio;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.watabou.noosa.Game;
import com.watabou.utils.Callback;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedList;
public enum Sample {
INSTANCE;
protected HashMap<Object, Sound> ids = new HashMap<>();
private boolean enabled = true;
private float globalVolume = 1f;
public synchronized void reset() {
for (Sound sound : ids.values()){
sound.dispose();
}
ids.clear();
delayedSFX.clear();
}
public synchronized void pause() {
for (Sound sound : ids.values()) {
sound.pause();
}
}
public synchronized void resume() {
for (Sound sound : ids.values()) {
sound.resume();
}
}
private static LinkedList<String> loadingQueue = new LinkedList<>();
public synchronized void load( final String... assets ) {
for (String asset : assets){
if (!ids.containsKey(asset) && !loadingQueue.contains(asset)){
loadingQueue.add(asset);
}
}
//cancel if all assets are already loaded
if (loadingQueue.isEmpty()) return;
//load one at a time on the UI thread to prevent this blocking the UI
//yes this may cause hitching, but only in the first couple seconds of game runtime
Game.runOnRenderThread(loadingCallback);
}
private Callback loadingCallback = new Callback() {
@Override
public void call() {
synchronized (INSTANCE) {
String asset = loadingQueue.poll();
if (asset != null) {
try {
Sound newSound = Gdx.audio.newSound(Gdx.files.internal(asset));
ids.put(asset, newSound);
} catch (Exception e){
Game.reportException(e);
}
}
if (!loadingQueue.isEmpty()){
Game.runOnRenderThread(this);
}
}
}
};
public synchronized void unload( Object src ) {
if (ids.containsKey( src )) {
ids.get( src ).dispose();
ids.remove( src );
}
}
public long play( Object id ) {
return play( id, 1 );
}
public long play( Object id, float volume ) {
return play( id, volume, volume, 1 );
}
public long play( Object id, float volume, float pitch ) {
return play( id, volume, volume, pitch );
}
public synchronized long play( Object id, float leftVolume, float rightVolume, float pitch ) {
float volume = Math.max(leftVolume, rightVolume);
float pan = rightVolume - leftVolume;
if (enabled && ids.containsKey( id )) {
return ids.get(id).play( globalVolume*volume, pitch, pan );
} else {
return -1;
}
}
private class DelayedSoundEffect{
Object id;
float delay;
float leftVol;
float rightVol;
float pitch;
}
private static final HashSet<DelayedSoundEffect> delayedSFX = new HashSet<>();
public void playDelayed( Object id, float delay ){
playDelayed( id, delay, 1 );
}
public void playDelayed( Object id, float delay, float volume ) {
playDelayed( id, delay, volume, volume, 1 );
}
public void playDelayed( Object id, float delay, float volume, float pitch ) {
playDelayed( id, delay, volume, volume, pitch );
}
public void playDelayed( Object id, float delay, float leftVolume, float rightVolume, float pitch ) {
if (delay <= 0) {
play(id, leftVolume, rightVolume, pitch);
return;
}
DelayedSoundEffect sfx = new DelayedSoundEffect();
sfx.id = id;
sfx.delay = delay;
sfx.leftVol = leftVolume;
sfx.rightVol = rightVolume;
sfx.pitch = pitch;
synchronized (delayedSFX) {
delayedSFX.add(sfx);
}
}
public void update(){
synchronized (delayedSFX) {
if (delayedSFX.isEmpty()) return;
for (DelayedSoundEffect sfx : delayedSFX.toArray(new DelayedSoundEffect[0])) {
sfx.delay -= Game.elapsed;
if (sfx.delay <= 0) {
delayedSFX.remove(sfx);
play(sfx.id, sfx.leftVol, sfx.rightVol, sfx.pitch);
}
}
}
}
public void enable( boolean value ) {
enabled = value;
}
public void volume( float value ) {
globalVolume = value;
}
public boolean isEnabled() {
return enabled;
}
}