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Foundry-VTT-Docker/resources/app/client/pixi/placeables/sound.js
2025-01-04 00:34:03 +01:00

501 lines
15 KiB
JavaScript

/**
* An AmbientSound is an implementation of PlaceableObject which represents a dynamic audio source within the Scene.
* @category - Canvas
* @see {@link AmbientSoundDocument}
* @see {@link SoundsLayer}
*/
class AmbientSound extends PlaceableObject {
/**
* The Sound which manages playback for this AmbientSound effect
* @type {foundry.audio.Sound|null}
*/
sound;
/**
* A sound effect attached to the managed Sound instance.
* @type {foundry.audio.BaseSoundEffect}
*/
#baseEffect;
/**
* A sound effect attached to the managed Sound instance when the sound source is muffled.
* @type {foundry.audio.BaseSoundEffect}
*/
#muffledEffect;
/**
* Track whether audio effects have been initialized.
* @type {boolean}
*/
#effectsInitialized = false;
/**
* Is this AmbientSound currently muffled?
* @type {boolean}
*/
#muffled = false;
/**
* A SoundSource object which manages the area of effect for this ambient sound
* @type {foundry.canvas.sources.PointSoundSource}
*/
source;
/**
* The area that is affected by this ambient sound.
* @type {PIXI.Graphics}
*/
field;
/** @inheritdoc */
static embeddedName = "AmbientSound";
/** @override */
static RENDER_FLAGS = {
redraw: {propagate: ["refresh"]},
refresh: {propagate: ["refreshState", "refreshField", "refreshElevation"], alias: true},
refreshField: {propagate: ["refreshPosition"]},
refreshPosition: {},
refreshState: {},
refreshElevation: {}
};
/* -------------------------------------------- */
/**
* Create a Sound used to play this AmbientSound object
* @returns {foundry.audio.Sound|null}
* @protected
*/
_createSound() {
const path = this.document.path;
if ( !this.id || !path ) return null;
return game.audio.create({src: path, context: game.audio.environment, singleton: true});
}
/* -------------------------------------------- */
/**
* Create special effect nodes for the Sound.
* This only happens once the first time the AmbientSound is synced and again if the effect data changes.
*/
#createEffects() {
const sfx = CONFIG.soundEffects;
const {base, muffled} = this.document.effects;
this.#baseEffect = this.#muffledEffect = undefined;
// Base effect
if ( base.type in sfx ) {
const cfg = sfx[base.type];
this.#baseEffect = new cfg.effectClass(this.sound.context, base);
}
// Muffled effect
if ( muffled.type in sfx ) {
const cfg = sfx[muffled.type];
this.#muffledEffect = new cfg.effectClass(this.sound.context, muffled);
}
this.#effectsInitialized = true;
}
/* -------------------------------------------- */
/**
* Update the set of effects which are applied to the managed Sound.
* @param {object} [options]
* @param {boolean} [options.muffled] Is the sound currently muffled?
*/
applyEffects({muffled=false}={}) {
const effects = [];
if ( muffled ) {
const effect = this.#muffledEffect || this.#baseEffect;
if ( effect ) effects.push(effect);
}
else if ( this.#baseEffect ) effects.push(this.#baseEffect);
this.sound.applyEffects(effects);
}
/* -------------------------------------------- */
/* Properties
/* -------------------------------------------- */
/**
* Is this ambient sound is currently audible based on its hidden state and the darkness level of the Scene?
* @type {boolean}
*/
get isAudible() {
if ( this.document.hidden || !this.document.radius ) return false;
return canvas.darknessLevel.between(this.document.darkness.min ?? 0, this.document.darkness.max ?? 1);
}
/* -------------------------------------------- */
/** @inheritdoc */
get bounds() {
const {x, y} = this.document;
const r = this.radius;
return new PIXI.Rectangle(x-r, y-r, 2*r, 2*r);
}
/* -------------------------------------------- */
/**
* A convenience accessor for the sound radius in pixels
* @type {number}
*/
get radius() {
let d = canvas.dimensions;
return ((this.document.radius / d.distance) * d.size);
}
/* -------------------------------------------- */
/* Methods
/* -------------------------------------------- */
/**
* Toggle playback of the sound depending on whether it is audible.
* @param {boolean} isAudible Is the sound audible?
* @param {number} [volume] The target playback volume
* @param {object} [options={}] Additional options which affect sound synchronization
* @param {number} [options.fade=250] A duration in milliseconds to fade volume transition
* @param {boolean} [options.muffled=false] Is the sound current muffled?
* @returns {Promise<void>} A promise which resolves once sound playback is synchronized
*/
async sync(isAudible, volume, {fade=250, muffled=false}={}) {
// Discontinue playback
if ( !isAudible ) {
if ( !this.sound ) return;
this.sound._manager = null;
await this.sound.stop({volume: 0, fade});
this.#muffled = false;
return;
}
// Begin playback
this.sound ||= this._createSound();
if ( this.sound === null ) return;
const sound = this.sound;
// Track whether the AmbientSound placeable managing Sound playback has changed
const objectChange = sound._manager !== this;
const requireLoad = !sound.loaded && !sound._manager;
sound._manager = this;
// Load the buffer if necessary
if ( requireLoad ) await sound.load();
if ( !sound.loaded ) return; // Some other Placeable may be loading the sound
// Update effects
const muffledChange = this.#muffled !== muffled;
this.#muffled = muffled;
if ( objectChange && !this.#effectsInitialized ) this.#createEffects();
if ( objectChange || muffledChange ) this.applyEffects({muffled});
// Begin playback at the desired volume
if ( !sound.playing ) {
const offset = sound.context.currentTime % sound.duration;
await sound.play({volume, offset, fade, loop: true});
return;
}
// Adjust volume
await sound.fade(volume, {duration: fade});
}
/* -------------------------------------------- */
/* Rendering
/* -------------------------------------------- */
/** @inheritdoc */
clear() {
if ( this.controlIcon ) {
this.controlIcon.parent.removeChild(this.controlIcon).destroy();
this.controlIcon = null;
}
return super.clear();
}
/* -------------------------------------------- */
/** @override */
async _draw(options) {
this.field = this.addChild(new PIXI.Graphics());
this.field.eventMode = "none";
this.controlIcon = this.addChild(this.#drawControlIcon());
}
/* -------------------------------------------- */
/** @override */
_destroy(options) {
this.#destroySoundSource();
}
/* -------------------------------------------- */
/**
* Draw the ControlIcon for the AmbientLight
* @returns {ControlIcon}
*/
#drawControlIcon() {
const size = Math.max(Math.round((canvas.dimensions.size * 0.5) / 20) * 20, 40);
let icon = new ControlIcon({texture: CONFIG.controlIcons.sound, size: size});
icon.x -= (size * 0.5);
icon.y -= (size * 0.5);
return icon;
}
/* -------------------------------------------- */
/* Incremental Refresh */
/* -------------------------------------------- */
/** @override */
_applyRenderFlags(flags) {
if ( flags.refreshState ) this._refreshState();
if ( flags.refreshPosition ) this._refreshPosition();
if ( flags.refreshField ) this._refreshField();
if ( flags.refreshElevation ) this._refreshElevation();
}
/* -------------------------------------------- */
/**
* Refresh the shape of the sound field-of-effect. This is refreshed when the SoundSource fov polygon changes.
* @protected
*/
_refreshField() {
this.field.clear();
if ( !this.source?.shape ) return;
this.field.lineStyle(1, 0xFFFFFF, 0.5).beginFill(0xAADDFF, 0.15).drawShape(this.source.shape).endFill();
this.field.position.set(-this.source.x, -this.source.y);
}
/* -------------------------------------------- */
/**
* Refresh the position of the AmbientSound. Called with the coordinates change.
* @protected
*/
_refreshPosition() {
const {x, y} = this.document;
if ( (this.position.x !== x) || (this.position.y !== y) ) MouseInteractionManager.emulateMoveEvent();
this.position.set(x, y);
}
/* -------------------------------------------- */
/**
* Refresh the state of the light. Called when the disabled state or darkness conditions change.
* @protected
*/
_refreshState() {
this.alpha = this._getTargetAlpha();
this.zIndex = this.hover ? 1 : 0;
this.refreshControl();
}
/* -------------------------------------------- */
/**
* Refresh the display of the ControlIcon for this AmbientSound source.
*/
refreshControl() {
const isHidden = this.id && (this.document.hidden || !this.document.path);
this.controlIcon.tintColor = isHidden ? 0xFF3300 : 0xFFFFFF;
this.controlIcon.borderColor = isHidden ? 0xFF3300 : 0xFF5500;
this.controlIcon.texture = getTexture(this.isAudible ? CONFIG.controlIcons.sound : CONFIG.controlIcons.soundOff);
this.controlIcon.elevation = this.document.elevation;
this.controlIcon.refresh({visible: this.layer.active, borderVisible: this.hover || this.layer.highlightObjects});
this.controlIcon.draw();
}
/* -------------------------------------------- */
/**
* Refresh the elevation of the control icon.
* @protected
*/
_refreshElevation() {
this.controlIcon.elevation = this.document.elevation;
}
/* -------------------------------------------- */
/* Sound Source Management */
/* -------------------------------------------- */
/**
* Compute the field-of-vision for an object, determining its effective line-of-sight and field-of-vision polygons
* @param {object} [options={}] Options which modify how the audio source is updated
* @param {boolean} [options.deleted] Indicate that this SoundSource has been deleted.
*/
initializeSoundSource({deleted=false}={}) {
const wasActive = this.layer.sources.has(this.sourceId);
const perceptionFlags = {refreshSounds: true};
// Remove the audio source from the Scene
if ( deleted ) {
if ( !wasActive ) return;
this.#destroySoundSource();
canvas.perception.update(perceptionFlags);
return;
}
// Create the sound source if necessary
this.source ??= this.#createSoundSource();
// Re-initialize source data and add to the active collection
this.source.initialize(this._getSoundSourceData());
this.source.add();
// Schedule a perception refresh, unless that operation is deferred for some later workflow
canvas.perception.update(perceptionFlags);
if ( this.layer.active ) this.renderFlags.set({refreshField: true});
}
/* -------------------------------------------- */
/**
* Create a new point sound source for this AmbientSound.
* @returns {foundry.canvas.sources.PointSoundSource} The created source
*/
#createSoundSource() {
const cls = CONFIG.Canvas.soundSourceClass;
return new cls({sourceId: this.sourceId, object: this});
}
/* -------------------------------------------- */
/**
* Destroy the point sound source for this AmbientSound.
*/
#destroySoundSource() {
this.source?.destroy();
this.source = undefined;
}
/* -------------------------------------------- */
/**
* Get the sound source data.
* @returns {BaseEffectSourceData}
* @protected
*/
_getSoundSourceData() {
return {
x: this.document.x,
y: this.document.y,
elevation: this.document.elevation,
radius: Math.clamp(this.radius, 0, canvas.dimensions.maxR),
walls: this.document.walls,
disabled: !this.isAudible
};
}
/* -------------------------------------------- */
/* Document Event Handlers */
/* -------------------------------------------- */
/** @inheritDoc */
_onCreate(data, options, userId) {
super._onCreate(data, options, userId);
this.initializeSoundSource();
}
/* -------------------------------------------- */
/** @inheritDoc */
_onUpdate(changed, options, userId) {
super._onUpdate(changed, options, userId);
// Change the Sound buffer
if ( "path" in changed ) {
if ( this.sound ) this.sound.stop();
this.sound = this._createSound();
}
// Update special effects
if ( "effects" in changed ) {
this.#effectsInitialized = false;
if ( this.sound?._manager === this ) this.sound._manager = null;
}
// Re-initialize SoundSource
this.initializeSoundSource();
// Incremental Refresh
this.renderFlags.set({
refreshState: ("hidden" in changed) || ("path" in changed) || ("darkness" in changed),
refreshElevation: "elevation" in changed
});
}
/* -------------------------------------------- */
/** @inheritDoc */
_onDelete(options, userId) {
this.sound?.stop();
this.initializeSoundSource({deleted: true});
super._onDelete(options, userId);
}
/* -------------------------------------------- */
/* Interactivity */
/* -------------------------------------------- */
/** @inheritdoc */
_canHUD(user, event) {
return user.isGM; // Allow GMs to single right-click
}
/* -------------------------------------------- */
/** @inheritdoc */
_canConfigure(user, event) {
return false; // Double-right does nothing
}
/* -------------------------------------------- */
/** @override */
_onClickRight(event) {
this.document.update({hidden: !this.document.hidden});
if ( !this._propagateRightClick(event) ) event.stopPropagation();
}
/* -------------------------------------------- */
/** @override */
_onDragLeftMove(event) {
super._onDragLeftMove(event);
const clones = event.interactionData.clones || [];
for ( let c of clones ) {
c.initializeSoundSource();
}
}
/* -------------------------------------------- */
/** @inheritdoc */
_onDragEnd() {
this.initializeSoundSource({deleted: true});
this._original?.initializeSoundSource();
super._onDragEnd();
}
/* -------------------------------------------- */
/* Deprecations and Compatibility */
/* -------------------------------------------- */
/**
* @deprecated since v12
* @ignore
*/
updateSource({defer=false, deleted=false}={}) {
const msg = "AmbientSound#updateSource has been deprecated in favor of AmbientSound#initializeSoundSource";
foundry.utils.logCompatibilityWarning(msg, {since: 12, until: 14, once: true});
this.initializeSoundSource({defer, deleted});
}
}