Audio Glossary TTS

This commit is contained in:
Ryan 2024-03-20 18:08:42 -04:00
commit ac6c84f296

View file

@ -59,6 +59,8 @@ typedef struct {
}SfxRecord;
class ActorAccessibility {
public:
int isOn = 0;
@ -81,6 +83,15 @@ class ActorAccessibility {
};
static ActorAccessibility* aa;
class AudioGlossaryData {
public:
AccessibleActorList_t::iterator current = aa->accessibleActorList.begin();
bool GlossaryStarted = false;
int cooldown = 0;
int frameCount = 0;
};
static AudioGlossaryData* glossary;
uint64_t ActorAccessibility_GetNextID() {
uint64_t result = aa->nextActorID;
aa->nextActorID++;
@ -115,6 +126,7 @@ void ActorAccessibility_OnGameStillFrozen()
void ActorAccessibility_Init() {
aa = new ActorAccessibility();
glossary = new AudioGlossaryData();
aa->isOn = CVarGetInteger("gA11yAudioInteraction", 0);
if (!aa->isOn)
return;
@ -396,12 +408,13 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
}
}
actor->frameCount++;
glossary->frameCount++;
if (actor->frameCount != 1 && (actor->frameCount - 1) % actor->policy.n != 0)
return;
if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) {
return;
}
if (actor->isDrawn == 0 && actor->actor->id != 406 && actor->actor->id != 302)
if (actor->isDrawn == 0 && actor->actor->id != 406 && actor->actor->id != 302 && !glossary->GlossaryStarted)
return;
if (actor->policy.aimAssist.isProvider) {
if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON &&
@ -453,6 +466,11 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
if (player->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE) {
return;
}
ActorAccessibility_AudioGlossary(play);
if (glossary->GlossaryStarted) {
return;
}
//Real actors.
for (AccessibleActorList_t::iterator i = aa->accessibleActorList.begin(); i != aa->accessibleActorList.end(); i++)
ActorAccessibility_RunAccessibilityForActor(play, &i->second);
@ -470,21 +488,64 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
for (VAList_t::iterator i = list->begin(); i != list->end(); i++)
ActorAccessibility_RunAccessibilityForActor(play, &(*i));
ActorAccessibility_AudioGlossary(play);
//Processes external audio engine.
ActorAccessibility_PrepareNextAudioFrame();
}
void ActorAccessibility_AudioGlossary(PlayState* play) {
AccessibleActorList_t::iterator i = aa->accessibleActorList.begin();
if (glossary->GlossaryStarted) {
AccessibleActor glossaryActor = (*glossary->current).second;
ActorAccessibility_CopyParamsFromRealActor(&glossaryActor);
glossaryActor.policy.distance = glossaryActor.xzDistToPlayer * 3;
glossaryActor.policy.ydist = 1000;
glossaryActor.frameCount = glossary->frameCount;
ActorAccessibility_RunAccessibilityForActor(play, &glossaryActor);
}
if (glossary->cooldown != 0) {
glossary->cooldown--;
return;
}
OSContPad* trackerButtonsPressed = LUS::Context::GetInstance()->GetControlDeck()->GetPads();
bool comboStartGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[10] &&
trackerButtonsPressed[0].button & buttons[6];
if (comboStartGlossary) {
SpeechSynthesizer::Instance->Speak((*i).second.policy.englishName, GetLanguageCode());
glossary->GlossaryStarted = true;
glossary->current = aa->accessibleActorList.begin();
SpeechSynthesizer::Instance->Speak((*glossary->current).second.policy.englishName, GetLanguageCode());
return;
}
bool comboNextGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[13] &&
trackerButtonsPressed[0].button & buttons[6];
if (comboNextGlossary && glossary->GlossaryStarted) {
if (glossary->current != aa->accessibleActorList.end()) {
glossary->current++;
};
glossary->cooldown = 20;
SpeechSynthesizer::Instance->Speak((*glossary->current).second.policy.englishName, GetLanguageCode());
}
bool comboPrevGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[12] &&
trackerButtonsPressed[0].button & buttons[6];
if (comboPrevGlossary && glossary->GlossaryStarted) {
if (glossary->current != aa->accessibleActorList.begin()) {
glossary->current--;
};
glossary->cooldown = 20;
SpeechSynthesizer::Instance->Speak((*glossary->current).second.policy.englishName, GetLanguageCode());
}
bool comboDisableGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[11] &&
trackerButtonsPressed[0].button & buttons[6];
if (comboDisableGlossary) {
glossary->cooldown = 0;
glossary->GlossaryStarted = false;
}
}
//Virtual actor config.