mirror of https://github.com/H-uru/korman.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
560 lines
25 KiB
560 lines
25 KiB
# This file is part of Korman. |
|
# |
|
# Korman 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. |
|
# |
|
# Korman 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 Korman. If not, see <http://www.gnu.org/licenses/>. |
|
|
|
import bpy |
|
from bpy.props import * |
|
from bpy.app.handlers import persistent |
|
from contextlib import contextmanager |
|
import math |
|
from PyHSPlasma import * |
|
|
|
from ... import korlib |
|
from .base import PlasmaModifierProperties |
|
from .physics import surface_types |
|
from ...exporter import ExportError |
|
from ... import idprops |
|
|
|
_randomsound_modes = { |
|
"normal": plRandomSoundMod.kNormal, |
|
"norepeat": plRandomSoundMod.kNoRepeats, |
|
"coverall": plRandomSoundMod.kCoverall | plRandomSoundMod.kNoRepeats, |
|
"sequential": plRandomSoundMod.kSequential |
|
} |
|
|
|
class PlasmaRandomSound(PlasmaModifierProperties): |
|
pl_id = "random_sound" |
|
pl_depends = {"soundemit"} |
|
|
|
bl_category = "Logic" |
|
bl_label = "Random Sound" |
|
bl_description = "" |
|
|
|
mode = EnumProperty(name="Mode", |
|
description="Playback Type", |
|
items=[("random", "Random Time", "Plays a random sound from the emitter at a random time"), |
|
("collision", "Collision Surface", "Plays a random sound when the object's parent collides")], |
|
default="random", |
|
options=set()) |
|
|
|
# Physical (read: collision) sounds |
|
play_on = EnumProperty(name="Play On", |
|
description="Play sounds on this collision event", |
|
items=[("slide", "Slide", "Plays a random sound on object slide"), |
|
("impact", "Impact", "Plays a random sound on object slide")], |
|
options=set()) |
|
surfaces = EnumProperty(name="Play Against", |
|
description="Sounds are played on collision against these surfaces", |
|
items=surface_types[1:], |
|
options={"ENUM_FLAG"}) |
|
|
|
# Timed random sounds |
|
auto_start = BoolProperty(name="Auto Start", |
|
description="Start playing when the Age loads", |
|
default=True, |
|
options=set()) |
|
play_mode = EnumProperty(name="Play Mode", |
|
description="", |
|
items=[("normal", "Any", "Plays any attached sound"), |
|
("norepeat", "No Repeats", "Do not replay a sound immediately after itself"), |
|
("coverall", "Full Set", "Once a sound is played, do not replay it until after all sounds are played"), |
|
("sequential", "Sequential", "Play sounds in the order they appear in the emitter")], |
|
default="norepeat", |
|
options=set()) |
|
stop_after_set = BoolProperty(name="Stop After Set", |
|
description="Stop playing after all sounds are played", |
|
default=False, |
|
options=set()) |
|
stop_after_play = BoolProperty(name="Stop After Play", |
|
description="Stop playing after one sound is played", |
|
default=False, |
|
options=set()) |
|
min_delay = FloatProperty(name="Min Delay", |
|
description="Minimum delay length", |
|
min=0.0, |
|
subtype="TIME", unit="TIME", |
|
options=set()) |
|
max_delay = FloatProperty(name="Max Delay", |
|
description="Maximum delay length", |
|
min=0.0, |
|
subtype="TIME", unit="TIME", |
|
options=set()) |
|
|
|
def export(self, exporter, bo, so): |
|
rndmod = exporter.mgr.find_create_object(plRandomSoundMod, bl=bo, so=so) |
|
if self.mode == "random": |
|
if not self.auto_start: |
|
rndmod.state = plRandomSoundMod.kStopped |
|
if self.stop_after_play: |
|
rndmod.mode |= plRandomSoundMod.kOneCmd |
|
else: |
|
rndmod.minDelay = min(self.min_delay, self.max_delay) |
|
rndmod.maxDelay = max(self.min_delay, self.max_delay) |
|
# Delaying from the start makes ZERO sense. Screw that. |
|
rndmod.mode |= plRandomSoundMod.kDelayFromEnd |
|
rndmod.mode |= _randomsound_modes[self.play_mode] |
|
if self.stop_after_set: |
|
rndmod.mode |= plRandomSoundMod.kOneCycle |
|
elif self.mode == "collision": |
|
rndmod.mode = plRandomSoundMod.kNoRepeats | plRandomSoundMod.kOneCmd |
|
rndmod.state = plRandomSoundMod.kStopped |
|
else: |
|
raise RuntimeError() |
|
|
|
def post_export(self, exporter, bo, so): |
|
if self.mode == "collision" and self.surfaces: |
|
parent_bo = bo.parent |
|
if parent_bo is None: |
|
raise ExportError("[{}]: Collision sound objects MUST be parented directly to the collider object.", bo.name) |
|
phys = exporter.mgr.find_object(plGenericPhysical, bl=parent_bo) |
|
if phys is None: |
|
raise ExportError("[{}]: Collision sound objects MUST be parented directly to the collider object.", bo.name) |
|
|
|
# The soundGroup on the physical may or may not be the generic "this is my surface type" |
|
# soundGroup with no actual sounds attached. So, we need to lookup the actual one. |
|
sndgroup = exporter.mgr.find_create_object(plPhysicalSndGroup, bl=parent_bo) |
|
sndgroup.group = getattr(plPhysicalSndGroup, parent_bo.plasma_modifiers.collision.surface) |
|
phys.soundGroup = sndgroup.key |
|
|
|
rndmod = exporter.mgr.find_key(plRandomSoundMod, bl=bo, so=so) |
|
if self.play_on == "slide": |
|
groupattr = "slideSounds" |
|
elif self.play_on == "impact": |
|
groupattr = "impactSounds" |
|
else: |
|
raise RuntimeError() |
|
|
|
sounds = { i: sound for i, sound in enumerate(getattr(sndgroup, groupattr)) } |
|
for surface_name in self.surfaces: |
|
surface_id = getattr(plPhysicalSndGroup, surface_name) |
|
if surface_id in sounds: |
|
exporter.report.warn("Overwriting physical {} surface '{}' ID:{}", |
|
groupattr, surface_name, surface_id, indent=2) |
|
else: |
|
exporter.report.msg("Got physical {} surface '{}' ID:{}", |
|
groupattr, surface_name, surface_id, indent=2) |
|
sounds[surface_id] = rndmod |
|
# Keeps the LUT (or should that be lookup vector?) as small as possible |
|
setattr(sndgroup, groupattr, [sounds.get(i) for i in range(max(sounds.keys()) + 1)]) |
|
|
|
|
|
class PlasmaSfxFade(bpy.types.PropertyGroup): |
|
fade_type = EnumProperty(name="Type", |
|
description="Fade Type", |
|
items=[("NONE", "[Disable]", "Don't fade"), |
|
("kLinear", "Linear", "Linear fade"), |
|
("kLogarithmic", "Logarithmic", "Log fade"), |
|
("kExponential", "Exponential", "Exponential fade")], |
|
options=set()) |
|
length = FloatProperty(name="Length", |
|
description="Seconds to spend fading", |
|
default=1.0, min=0.0, |
|
options=set(), subtype="TIME", unit="TIME") |
|
|
|
|
|
class PlasmaSound(idprops.IDPropMixin, bpy.types.PropertyGroup): |
|
@contextmanager |
|
def _lock_sound(self): |
|
exclusive = not self.updating_sound |
|
self.updating_sound = True |
|
try: |
|
yield exclusive |
|
finally: |
|
if exclusive: |
|
self.updating_sound = False |
|
|
|
def _update_sound(self, value): |
|
with self._lock_sound() as exclusive: |
|
if exclusive: |
|
if not value: |
|
self.name = "[Empty]" |
|
return |
|
|
|
try: |
|
header, size = self._get_sound_info() |
|
except Exception as e: |
|
self.is_valid = False |
|
# this might be perfectly acceptable... who knows? |
|
# user consumable error report to be handled by the UI code |
|
print("---Invalid SFX selection---\n{}\n------".format(str(e))) |
|
else: |
|
self.is_valid = True |
|
self.is_stereo = header.numChannels == 2 |
|
self._update_name() |
|
|
|
def _update_name(self, context=None): |
|
if self.is_stereo and self.channel != {"L", "R"}: |
|
self.name = "{}:{}".format(self._sound_name, "L" if "L" in self.channel else "R") |
|
else: |
|
self.name = self._sound_name |
|
|
|
enabled = BoolProperty(name="Enabled", default=True, options=set()) |
|
sound = PointerProperty(name="Sound", |
|
description="Sound Datablock", |
|
type=bpy.types.Sound, |
|
update=_update_sound) |
|
updating_sound = BoolProperty(default=False, |
|
options={"HIDDEN", "SKIP_SAVE"}) |
|
|
|
is_stereo = BoolProperty(default=True, options={"HIDDEN"}) |
|
is_valid = BoolProperty(default=False, options={"HIDDEN"}) |
|
|
|
sfx_region = PointerProperty(name="Soft Volume", |
|
description="Soft region this sound can be heard in", |
|
type=bpy.types.Object, |
|
poll=idprops.poll_softvolume_objects) |
|
|
|
sfx_type = EnumProperty(name="Category", |
|
description="Describes the purpose of this sound", |
|
items=[("kSoundFX", "3D", "3D Positional SoundFX"), |
|
("kAmbience", "Ambience", "Ambient Sounds"), |
|
("kBackgroundMusic", "Music", "Background Music"), |
|
("kGUISound", "GUI", "GUI Effect"), |
|
("kNPCVoices", "NPC", "NPC Speech")], |
|
options=set()) |
|
channel = EnumProperty(name="Channel", |
|
description="Which channel(s) to play", |
|
items=[("L", "Left", "Left Channel"), |
|
("R", "Right", "Right Channel")], |
|
options={"ENUM_FLAG"}, |
|
default={"L", "R"}, |
|
update=_update_name) |
|
|
|
auto_start = BoolProperty(name="Auto Start", |
|
description="Start playing when the age is loaded", |
|
default=False, |
|
options=set()) |
|
incidental = BoolProperty(name="Incidental", |
|
description="Sound is a low-priority incident and the engine may forgo playback", |
|
default=False, |
|
options=set()) |
|
loop = BoolProperty(name="Loop", |
|
description="Loop the sound", |
|
default=False, |
|
options=set()) |
|
|
|
inner_cone = FloatProperty(name="Inner Angle", |
|
description="Angle of the inner cone from the negative Z-axis", |
|
min=0, max=math.radians(360), default=0, step=100, |
|
options=set(), |
|
subtype="ANGLE") |
|
outer_cone = FloatProperty(name="Outer Angle", |
|
description="Angle of the outer cone from the negative Z-axis", |
|
min=0, max=math.radians(360), default=math.radians(360), step=100, |
|
options=set(), |
|
subtype="ANGLE") |
|
outside_volume = IntProperty(name="Outside Volume", |
|
description="Sound's volume when outside the outer cone", |
|
min=0, max=100, default=100, |
|
options=set(), |
|
subtype="PERCENTAGE") |
|
|
|
min_falloff = IntProperty(name="Begin Falloff", |
|
description="Distance where volume attenuation begins", |
|
min=0, max=1000000000, default=1, |
|
options=set(), |
|
subtype="DISTANCE") |
|
max_falloff = IntProperty(name="End Falloff", |
|
description="Distance where the sound is inaudible", |
|
min=0, max=1000000000, default=1000, |
|
options=set(), |
|
subtype="DISTANCE") |
|
volume = IntProperty(name="Volume", |
|
description="Volume to play the sound", |
|
min=0, max=100, default=100, |
|
options={"ANIMATABLE"}, |
|
subtype="PERCENTAGE") |
|
|
|
fade_in = PointerProperty(type=PlasmaSfxFade, options=set()) |
|
fade_out = PointerProperty(type=PlasmaSfxFade, options=set()) |
|
|
|
def _get_package_value(self): |
|
if self.sound is not None: |
|
self.package_value = self.sound.plasma_sound.package |
|
return self.package_value |
|
|
|
def _set_package_value(self, value): |
|
if self.sound is not None: |
|
self.sound.plasma_sound.package = value |
|
|
|
# This is really a property of the sound itself, not of this particular emitter instance. |
|
# However, to prevent weird UI inconsistencies where the button might be missing or change |
|
# states when clearing the sound pointer, we'll cache the actual value here. |
|
package = BoolProperty(name="Export", |
|
description="Package this file in the age export", |
|
get=_get_package_value, set=_set_package_value, |
|
options=set()) |
|
package_value = BoolProperty(options={"HIDDEN", "SKIP_SAVE"}) |
|
|
|
@property |
|
def channel_override(self): |
|
if self.is_stereo and len(self.channel) == 1: |
|
return min(self.channel) |
|
else: |
|
return None |
|
|
|
def convert_sound(self, exporter, so, audible): |
|
header, dataSize = self._get_sound_info() |
|
length = dataSize / header.avgBytesPerSec |
|
|
|
# HAX: Ensure that the sound file is copied to game, if applicable. |
|
if self._sound.plasma_sound.package: |
|
exporter.output.add_sfx(self._sound) |
|
|
|
# There is some bug in the MOUL code that causes a crash if this does not match the expected |
|
# result. Worse, PotS seems to not like static sounds that are brand-new to it. Possibly because |
|
# it needs to be decompressed outside of game. There's no sense in debugging any of that |
|
# though--the user should never specify streaming vs static. That's an implementation detail. |
|
if exporter.mgr.getVer() != pvMoul and self._sound.plasma_sound.package: |
|
pClass = plWin32StreamingSound |
|
else: |
|
pClass = plWin32StreamingSound if length > 4.0 else plWin32StaticSound |
|
|
|
# OK. Any Plasma engine that uses OpenAL (MOUL) is subject to this restriction. |
|
# 3D Positional audio MUST... and I mean MUST... have mono emitters. |
|
# That means if the user has specified 3D and a stereo sound AND both channels, we MUST |
|
# export two emitters from here. Otherwise, it's no biggie. Wheeeeeeeeeeeeeeeeeeeeeeeee |
|
if self.is_3d_stereo or (self.is_stereo and len(self.channel) == 1): |
|
header.avgBytesPerSec = int(header.avgBytesPerSec / 2) |
|
header.numChannels = int(header.numChannels / 2) |
|
header.blockAlign = int(header.blockAlign / 2) |
|
dataSize = int(dataSize / 2) |
|
if self.is_3d_stereo: |
|
audible.addSound(self._convert_sound(exporter, so, pClass, header, dataSize, channel="L")) |
|
audible.addSound(self._convert_sound(exporter, so, pClass, header, dataSize, channel="R")) |
|
else: |
|
audible.addSound(self._convert_sound(exporter, so, pClass, header, dataSize, channel=self.channel_override)) |
|
|
|
def _convert_sound(self, exporter, so, pClass, wavHeader, dataSize, channel=None): |
|
if channel is None: |
|
name = "Sfx-{}_{}".format(so.key.name, self._sound_name) |
|
else: |
|
name = "Sfx-{}_{}:{}".format(so.key.name, self._sound_name, channel) |
|
exporter.report.msg("[{}] {}", pClass.__name__[2:], name, indent=1) |
|
sound = exporter.mgr.find_create_object(pClass, so=so, name=name) |
|
|
|
# If this object is a soft volume itself, we will use our own soft region. |
|
# Otherwise, check what they specified... |
|
sv_mod, sv_key = self.id_data.plasma_modifiers.softvolume, None |
|
if sv_mod.enabled: |
|
sv_key = sv_mod.get_key(exporter, so) |
|
elif self.sfx_region: |
|
sv_mod = self.sfx_region.plasma_modifiers.softvolume |
|
if not sv_mod.enabled: |
|
raise ExportError("'{}': SoundEmit '{}', '{}' is not a SoftVolume".format(self.id_data.name, self._sound_name, self.sfx_region.name)) |
|
sv_key = sv_mod.get_key(exporter) |
|
if sv_key is not None: |
|
sv_key.object.listenState |= plSoftVolume.kListenCheck | plSoftVolume.kListenDirty | plSoftVolume.kListenRegistered |
|
sound.softRegion = sv_key |
|
|
|
# Sound |
|
sound.type = getattr(plSound, self.sfx_type) |
|
if sound.type == plSound.kSoundFX: |
|
sound.properties |= plSound.kPropIs3DSound |
|
if self.auto_start: |
|
sound.properties |= plSound.kPropAutoStart |
|
if self.loop: |
|
sound.properties |= plSound.kPropLooping |
|
if self.incidental: |
|
sound.properties |= plSound.kPropIncidental |
|
sound.dataBuffer = self._find_sound_buffer(exporter, so, wavHeader, dataSize, channel) |
|
|
|
# Cone effect |
|
# I have observed that Blender 2.77's UI doesn't show the appropriate unit (degrees) for |
|
# IntProperty angle subtypes. So, we're storing the angles as floats in Blender even though |
|
# Plasma only wants integers. Sigh. |
|
sound.innerCone = int(math.degrees(self.inner_cone)) |
|
sound.outerCone = int(math.degrees(self.outer_cone)) |
|
sound.outerVol = self.outside_volume |
|
|
|
# Falloff |
|
sound.desiredVolume = self.volume / 100.0 |
|
sound.minFalloff = self.min_falloff |
|
sound.maxFalloff = self.max_falloff |
|
|
|
# Fade FX |
|
fade_in, fade_out = sound.fadeInParams, sound.fadeOutParams |
|
for blfade, plfade in ((self.fade_in, fade_in), (self.fade_out, fade_out)): |
|
if blfade.fade_type == "NONE": |
|
plfade.lengthInSecs = 0.0 |
|
else: |
|
plfade.lengthInSecs = blfade.length |
|
plfade.type = getattr(plSound.plFadeParams, blfade.fade_type) |
|
plfade.currTime = -1.0 |
|
|
|
# Some manual fiddling -- this is hidden deep inside the 3dsm exporter... |
|
# Kind of neat how it's all generic though :) |
|
fade_in.volStart = 0.0 |
|
fade_in.volEnd = 1.0 |
|
fade_out.volStart = 1.0 |
|
fade_out.volEnd = 0.0 |
|
fade_out.stopWhenDone = True |
|
|
|
# Some last minute buffer tweaking based on our props here... |
|
buffer = sound.dataBuffer.object |
|
if isinstance(sound, plWin32StreamingSound): |
|
buffer.flags |= plSoundBuffer.kStreamCompressed |
|
if sound.type == plSound.kBackgroundMusic: |
|
buffer.flags |= plSoundBuffer.kAlwaysExternal |
|
|
|
# Win32Sound |
|
if channel == "L": |
|
sound.channel = plWin32Sound.kLeftChannel |
|
else: |
|
sound.channel = plWin32Sound.kRightChannel |
|
|
|
# Whew, that was a lot of work! |
|
return sound.key |
|
|
|
def _get_sound_info(self): |
|
"""Generates a tuple (plWAVHeader, PCMsize) from the current sound""" |
|
sound = self._sound |
|
if sound.packed_file is None: |
|
stream = hsFileStream() |
|
try: |
|
stream.open(bpy.path.abspath(sound.filepath), fmRead) |
|
except IOError: |
|
self._raise_error("failed to open file") |
|
else: |
|
stream = hsRAMStream() |
|
stream.buffer = sound.packed_file.data |
|
|
|
try: |
|
magic = stream.read(4) |
|
stream.rewind() |
|
|
|
header = plWAVHeader() |
|
if magic == b"RIFF": |
|
size = korlib.inspect_wavefile(stream, header) |
|
return (header, size) |
|
elif magic == b"OggS": |
|
size = korlib.inspect_vorbisfile(stream, header) |
|
return (header, size) |
|
else: |
|
raise NotSupportedError("unsupported audio format") |
|
except Exception as e: |
|
self._raise_error(str(e)) |
|
finally: |
|
stream.close() |
|
|
|
def _find_sound_buffer(self, exporter, so, wavHeader, dataSize, channel): |
|
# First, cleanup the file path to not have directories |
|
filename = bpy.path.basename(self._sound.filepath) |
|
if channel is None: |
|
key_name = filename |
|
else: |
|
key_name = "{}:{}".format(filename, channel) |
|
|
|
key = exporter.mgr.find_key(plSoundBuffer, so=so, name=key_name) |
|
if key is None: |
|
sound = exporter.mgr.add_object(plSoundBuffer, so=so, name=key_name) |
|
sound.header = wavHeader |
|
sound.fileName = filename |
|
sound.dataLength = dataSize |
|
# Maybe someday we will allow packed sounds? I'm in no hurry... |
|
sound.flags |= plSoundBuffer.kIsExternal |
|
if channel == "L": |
|
sound.flags |= plSoundBuffer.kOnlyLeftChannel |
|
elif channel == "R": |
|
sound.flags |= plSoundBuffer.kOnlyRightChannel |
|
key = sound.key |
|
return key |
|
|
|
@classmethod |
|
def _idprop_mapping(cls): |
|
return {"sound": "sound_data", |
|
"sfx_region": "soft_region"} |
|
|
|
def _idprop_sources(self): |
|
return {"sound_data": bpy.data.sounds, |
|
"soft_region": bpy.data.objects} |
|
|
|
@property |
|
def is_3d_stereo(self): |
|
return self.sfx_type == "kSoundFX" and self.channel == {"L", "R"} and self.is_stereo |
|
|
|
def _raise_error(self, msg): |
|
if self.sound: |
|
raise ExportError("SoundEmitter '{}': Sound '{}' {}".format(self.id_data.name, self.sound.name, msg)) |
|
else: |
|
raise ExportError("SoundEmitter '{}': {}".format(self.id_data.name, msg)) |
|
|
|
@property |
|
def _sound(self): |
|
if not self.sound: |
|
self._raise_error("has an invalid sound specified") |
|
return self.sound |
|
|
|
@property |
|
def _sound_name(self): |
|
if self.sound: |
|
return self.sound.name |
|
return "" |
|
|
|
|
|
class PlasmaSoundEmitter(PlasmaModifierProperties): |
|
pl_id = "soundemit" |
|
|
|
bl_category = "Logic" |
|
bl_label = "Sound Emitter" |
|
bl_description = "Point at which sound(s) are played" |
|
bl_icon = "SPEAKER" |
|
|
|
sounds = CollectionProperty(type=PlasmaSound) |
|
active_sound_index = IntProperty(options={"HIDDEN"}) |
|
|
|
def export(self, exporter, bo, so): |
|
winaud = exporter.mgr.find_create_object(plWinAudible, so=so, name=self.key_name) |
|
winaud.sceneNode = exporter.mgr.get_scene_node(so.key.location) |
|
aiface = exporter.mgr.find_create_object(plAudioInterface, so=so, name=self.key_name) |
|
aiface.audible = winaud.key |
|
|
|
# Pass this off to each individual sound for conversion |
|
for i in self.sounds: |
|
if i.enabled: |
|
i.convert_sound(exporter, so, winaud) |
|
|
|
def get_sound_indices(self, name=None, sound=None): |
|
"""Returns the index of the given sound in the plWin32Sound. This is needed because stereo |
|
3D sounds export as two mono sound objects -- wheeeeee""" |
|
assert name or sound |
|
idx = 0 |
|
|
|
if name is None: |
|
for i in self.sounds: |
|
if i == sound: |
|
yield idx |
|
if i.is_3d_stereo: |
|
yield idx + 1 |
|
break |
|
else: |
|
idx += 2 if i.is_3d_stereo else 1 |
|
else: |
|
raise LookupError(sound) |
|
|
|
if sound is None: |
|
for i in self.sounds: |
|
if i.name == name: |
|
yield idx |
|
if i.is_3d_stereo: |
|
yield idx + 1 |
|
break |
|
else: |
|
idx += 2 if i.is_3d_stereo else 1 |
|
else: |
|
raise ValueError(name) |
|
|
|
@property |
|
def requires_actor(self): |
|
return True
|
|
|