Kelsidavis-WoWee/src/audio/music_manager.cpp
Kelsi 44a947163d Smooth login music start and lower auth-screen volume
Add configurable fade-in support to MusicManager playback paths and use it for auth/login intro tracks to avoid abrupt starts. Apply a login-only 20% music attenuation while the auth screen is active, then restore the previous music volume when leaving login so in-game volume remains unchanged.
2026-02-20 20:34:06 -08:00

254 lines
7.5 KiB
C++

#include "audio/music_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <algorithm>
#include <filesystem>
#include <fstream>
namespace wowee {
namespace audio {
MusicManager::MusicManager() = default;
MusicManager::~MusicManager() {
shutdown();
}
bool MusicManager::initialize(pipeline::AssetManager* assets) {
assetManager = assets;
LOG_INFO("Music manager initialized");
return true;
}
float MusicManager::effectiveMusicVolume() const {
float vol = volumePercent / 100.0f;
if (underwaterMode) {
vol *= 0.3f;
}
return vol;
}
void MusicManager::shutdown() {
AudioEngine::instance().stopMusic();
playing = false;
fadingIn = false;
fadeInTimer = 0.0f;
fadeInDuration = 0.0f;
fadeInTargetVolume = 0.0f;
currentTrack.clear();
musicDataCache_.clear();
}
void MusicManager::preloadMusic(const std::string& mpqPath) {
if (!assetManager || mpqPath.empty()) return;
if (musicDataCache_.find(mpqPath) != musicDataCache_.end()) return;
auto data = assetManager->readFile(mpqPath);
if (!data.empty()) {
musicDataCache_[mpqPath] = std::move(data);
}
}
void MusicManager::playMusic(const std::string& mpqPath, bool loop, float fadeInMs) {
if (!assetManager) return;
if (mpqPath == currentTrack && playing) return;
// Check if AudioEngine is ready
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("Music: AudioEngine not initialized");
return;
}
// Read music file from cache or MPQ
auto cacheIt = musicDataCache_.find(mpqPath);
if (cacheIt == musicDataCache_.end()) {
preloadMusic(mpqPath);
cacheIt = musicDataCache_.find(mpqPath);
}
if (cacheIt == musicDataCache_.end() || cacheIt->second.empty()) {
LOG_WARNING("Music: Could not read: ", mpqPath);
return;
}
// Play with AudioEngine (non-blocking, streams from memory)
float targetVolume = effectiveMusicVolume();
float startVolume = (fadeInMs > 0.0f) ? 0.0f : targetVolume;
if (AudioEngine::instance().playMusic(cacheIt->second, startVolume, loop)) {
playing = true;
fadingIn = false;
if (fadeInMs > 0.0f) {
fadingIn = true;
fadeInTimer = 0.0f;
fadeInDuration = std::max(0.05f, fadeInMs / 1000.0f);
fadeInTargetVolume = targetVolume;
AudioEngine::instance().setMusicVolume(0.0f);
}
currentTrack = mpqPath;
currentTrackIsFile = false;
LOG_INFO("Music: Playing ", mpqPath);
} else {
LOG_ERROR("Music: Failed to play music via AudioEngine");
}
}
void MusicManager::playFilePath(const std::string& filePath, bool loop, float fadeInMs) {
if (filePath.empty()) return;
if (filePath == currentTrack && playing) return;
if (!std::filesystem::exists(filePath)) {
LOG_WARNING("Music: file not found: ", filePath);
return;
}
// Check if AudioEngine is ready
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("Music: AudioEngine not initialized");
return;
}
// Read file into memory
std::ifstream file(filePath, std::ios::binary | std::ios::ate);
if (!file) {
LOG_ERROR("Music: Could not open file: ", filePath);
return;
}
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(static_cast<size_t>(size));
if (!file.read(reinterpret_cast<char*>(data.data()), size)) {
LOG_ERROR("Music: Could not read file: ", filePath);
return;
}
// Play with AudioEngine
float targetVolume = effectiveMusicVolume();
float startVolume = (fadeInMs > 0.0f) ? 0.0f : targetVolume;
if (AudioEngine::instance().playMusic(data, startVolume, loop)) {
playing = true;
fadingIn = false;
if (fadeInMs > 0.0f) {
fadingIn = true;
fadeInTimer = 0.0f;
fadeInDuration = std::max(0.05f, fadeInMs / 1000.0f);
fadeInTargetVolume = targetVolume;
AudioEngine::instance().setMusicVolume(0.0f);
}
currentTrack = filePath;
currentTrackIsFile = true;
LOG_INFO("Music: Playing file ", filePath);
} else {
LOG_ERROR("Music: Failed to play music via AudioEngine");
}
}
void MusicManager::stopMusic(float fadeMs) {
(void)fadeMs; // Fade not implemented yet
AudioEngine::instance().stopMusic();
playing = false;
fadingIn = false;
fadeInTimer = 0.0f;
fadeInDuration = 0.0f;
fadeInTargetVolume = 0.0f;
currentTrack.clear();
currentTrackIsFile = false;
}
void MusicManager::setVolume(int volume) {
if (volume < 0) volume = 0;
if (volume > 100) volume = 100;
if (volumePercent == volume) return;
volumePercent = volume;
// Update AudioEngine music volume directly (no restart needed!)
float vol = effectiveMusicVolume();
if (fadingIn) {
fadeInTargetVolume = vol;
float t = std::clamp(fadeInTimer / std::max(fadeInDuration, 0.001f), 0.0f, 1.0f);
AudioEngine::instance().setMusicVolume(fadeInTargetVolume * t);
} else {
AudioEngine::instance().setMusicVolume(vol);
}
}
void MusicManager::setUnderwaterMode(bool underwater) {
if (underwaterMode == underwater) return;
underwaterMode = underwater;
// Apply volume change immediately
float vol = effectiveMusicVolume();
if (fadingIn) {
fadeInTargetVolume = vol;
float t = std::clamp(fadeInTimer / std::max(fadeInDuration, 0.001f), 0.0f, 1.0f);
AudioEngine::instance().setMusicVolume(fadeInTargetVolume * t);
} else {
AudioEngine::instance().setMusicVolume(vol);
}
}
void MusicManager::crossfadeTo(const std::string& mpqPath, float fadeMs) {
if (mpqPath == currentTrack && playing) return;
// Simple implementation: stop and start (no actual crossfade yet)
if (fadeMs > 0 && playing) {
crossfading = true;
pendingTrack = mpqPath;
pendingIsFile = false;
fadeTimer = 0.0f;
fadeDuration = fadeMs / 1000.0f;
AudioEngine::instance().stopMusic();
} else {
playMusic(mpqPath, false);
}
}
void MusicManager::crossfadeToFile(const std::string& filePath, float fadeMs) {
if (filePath == currentTrack && playing) return;
if (fadeMs > 0 && playing) {
crossfading = true;
pendingTrack = filePath;
pendingIsFile = true;
fadeTimer = 0.0f;
fadeDuration = fadeMs / 1000.0f;
AudioEngine::instance().stopMusic();
} else {
playFilePath(filePath, false);
}
}
void MusicManager::update(float deltaTime) {
// Check if music is still playing
if (playing && !AudioEngine::instance().isMusicPlaying()) {
playing = false;
}
if (fadingIn) {
fadeInTimer += deltaTime;
float t = std::clamp(fadeInTimer / std::max(fadeInDuration, 0.001f), 0.0f, 1.0f);
AudioEngine::instance().setMusicVolume(fadeInTargetVolume * t);
if (t >= 1.0f) {
fadingIn = false;
}
}
// Handle crossfade
if (crossfading) {
fadeTimer += deltaTime;
if (fadeTimer >= fadeDuration * 0.3f) {
// Start new track after brief pause
crossfading = false;
if (pendingIsFile) {
playFilePath(pendingTrack, false);
} else {
playMusic(pendingTrack, false);
}
pendingTrack.clear();
pendingIsFile = false;
}
}
}
} // namespace audio
} // namespace wowee