mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-22 06:13:45 -07:00
Merge branch 'actor-accessibility-experiments' of https://www.github.com/caturria/shipwright into actor-accessibility-experiments
This commit is contained in:
commit
d236b9df45
12 changed files with 76 additions and 20 deletions
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@ -167,6 +167,11 @@ else()
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list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/(Darwin|SAPI).*")
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endif()
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# handle accessible audio engine removals
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if (CMAKE_SYSTEM_NAME MATCHES "NintendoSwitch|CafeOS")
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list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/accessible-actors/*")
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endif()
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source_group("soh\\Enhancements" REGULAR_EXPRESSION "soh/Enhancements/*")
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source_group("soh\\Enhancements\\audio" REGULAR_EXPRESSION "soh/Enhancements/audio/*")
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source_group("soh\\Enhancements\\controls" REGULAR_EXPRESSION "soh/Enhancements/controls/*")
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@ -8,8 +8,7 @@
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#include <stdio.h>
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#include <string>
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#include <float.h>
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#include "overlays\actors\ovl_Boss_Goma\z_boss_goma.h"
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#include "overlays/actors/ovl_Boss_Goma/z_boss_goma.h"
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//Declarations specific to chests.
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#include "overlays/actors/ovl_En_Box/z_en_box.h"
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extern "C" {
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@ -39,7 +39,7 @@ typedef float f32;
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typedef int8_t s8;
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typedef uint8_t u8;
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//Processing for our custom audio positioning.
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static float lerp(float x, float y, float z) {
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static float lerp_aae(float x, float y, float z) {
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return (1.0 - z) * x + z * y;
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}
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@ -48,9 +48,9 @@ static float lerp(float x, float y, float z) {
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return 0;
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float leftover = ma_volume_db_to_linear(AAE_MAX_DB_REDUCTION);
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float normDist = fabs(extras->distToPlayer) / extras->maxDistance;
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float db = lerp(0, AAE_MAX_DB_REDUCTION, normDist);
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float db = lerp_aae(0, AAE_MAX_DB_REDUCTION, normDist);
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float gain = ma_volume_db_to_linear(db);
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gain -= lerp(0, leftover, normDist);
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gain -= lerp_aae(0, leftover, normDist);
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return gain;
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}
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//Borrow the pan calculation from the game itself. Todo: this is technical debt, so copy/ revise it or something at some point.
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@ -148,7 +148,7 @@ void AccessibleAudioEngine::doPrepare(SoundAction& action)
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//This should not loop more than twice.
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uint32_t nextChunk = nFrames;
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ma_pcm_rb_acquire_write(&preparedOutput, &nextChunk, (void**)&chunk);//Might reduce nextChunk if there isn't enough buffer space available to accommodate the request.
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uint64_t framesRead = 0;
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ma_uint64 framesRead = 0;
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ma_engine_read_pcm_frames(&engine, chunk, nextChunk, &framesRead);
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//Even if we get fewer frames than expected, we should still submit a full buffer of silence.
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if (framesRead < nextChunk)
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@ -357,7 +357,7 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
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return;
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slot->extras.cutoff = action.cutoff;
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ma_lpf_config config =
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ma_lpf_config_init(ma_format_f32, AAE_CHANNELS, AAE_SAMPLE_RATE, lerp(0.0, AAE_SAMPLE_RATE / 2, action.cutoff), AAE_LPF_ORDER);
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ma_lpf_config_init(ma_format_f32, AAE_CHANNELS, AAE_SAMPLE_RATE, lerp_aae(0.0, AAE_SAMPLE_RATE / 2, action.cutoff), AAE_LPF_ORDER);
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ma_lpf_reinit(&config, &slot->extras.filter);
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}
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@ -5,6 +5,7 @@
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#include <thread>
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#include <mutex>
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#include <deque>
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#include <condition_variable>
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#include <string>
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#include <unordered_map>
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#include <array>
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@ -187,7 +187,7 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
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accessibleActor.sceneIndex = 0;
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for (int i = 0; i < NUM_MANAGED_SOUND_SLOTS; i++)
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accessibleActor.managedSoundSlots[i] = false;
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accessibleActor.aimAssist.framesSinceAimAssist = 0;
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accessibleActor.aimAssist.framesSinceAimAssist = 32768;
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accessibleActor.aimAssist.frequency = 10;
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accessibleActor.aimAssist.pitch = 1.0;
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@ -399,17 +399,23 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
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}
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if (actor->isDrawn == 0 && actor->actor->id != 406 && actor->actor->id != 302)
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return;
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if (actor->policy.aimAssist.isProvider && player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON && (player->stateFlags1 & PLAYER_STATE1_BOOMERANG_IN_HAND || player->stateFlags1 & PLAYER_STATE1_ITEM_IN_HAND))
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{
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if (actor->policy.aimAssist.isProvider) {
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if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON &&
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(player->stateFlags1 & PLAYER_STATE1_BOOMERANG_IN_HAND ||
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player->stateFlags1 & PLAYER_STATE1_ITEM_IN_HAND)) {
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ActorAccessibility_SetSoundPitch(actor, 9, actor->aimAssist.pitch);
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actor->aimAssist.framesSinceAimAssist++;
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ActorAccessibility_ProvideAimAssistForActor(actor);
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//The above will have taken care of setting the appropriate frequency and pitch, so we'll take care of the audio here based on those results.
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// The above will have taken care of setting the appropriate frequency and pitch, so we'll take care of the
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// audio here based on those results.
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if (actor->aimAssist.framesSinceAimAssist >= actor->aimAssist.frequency) {
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actor->aimAssist.framesSinceAimAssist = 0;
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ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false);
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actor->aimAssist.framesSinceAimAssist = 0;
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ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false);
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}
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} else
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actor->aimAssist.framesSinceAimAssist = 32768;//Make sure there's no delay the next time you draw your bow or whatever.
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}
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if (actor->policy.callback != NULL)
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@ -74,7 +74,7 @@ struct AccessibleActor {
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s16 sceneIndex;//If this actor represents a scene transition, then this will contain the destination scene index. Zero otherwise.
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bool managedSoundSlots[NUM_MANAGED_SOUND_SLOTS];//These have their attenuation and panning parameters updated every frame automatically.
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struct {
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s16 framesSinceAimAssist; // Allows rate-based vertical aim assist. Incremented every frame for aim assist
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u16 framesSinceAimAssist; // Allows rate-based vertical aim assist. Incremented every frame for aim assist
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// actors. Manually reset by aim assist provider.
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f32 pitch; // Used to report whether Link is aiming higher or lower than the actor.
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u8 frequency; // How often the sound will be played. Lower frequencies indicate that Link's vertical aim is
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@ -7,6 +7,7 @@
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#include "functions.h"
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#include "soh/OTRGlobals.h"
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#include "SfxTable.h"
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#include <sstream>
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const char* GetLanguageCode();
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extern "C" {
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extern Vec3f D_801333D4;
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@ -2,6 +2,7 @@
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#include "z64.h"
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#include "macros.h"
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#include "functions.h"
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#include <cmath>
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extern "C" {
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s32 Player_PosVsWallLineTest(PlayState* play, Player* p, Vec3f* offset, CollisionPoly** wallPoly, s32* bgId,
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Vec3f* posResult);
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16
soh/soh/Enhancements/speechsynthesizer/SpeechLogger.cpp
Normal file
16
soh/soh/Enhancements/speechsynthesizer/SpeechLogger.cpp
Normal file
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@ -0,0 +1,16 @@
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#include "SpeechLogger.h"
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#include <libultraship/libultraship.h>
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SpeechLogger::SpeechLogger() {
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}
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void SpeechLogger::Speak(const char* text, const char* language) {
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lusprintf(__FILE__, __LINE__, 2, "Spoken Text (%s): %s", language, text);
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}
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bool SpeechLogger::DoInit() {
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return true;
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}
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void SpeechLogger::DoUninitialize() {
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}
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17
soh/soh/Enhancements/speechsynthesizer/SpeechLogger.h
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17
soh/soh/Enhancements/speechsynthesizer/SpeechLogger.h
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@ -0,0 +1,17 @@
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#ifndef SOHSpeechLogger_h
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#define SOHSpeechLogger_h
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#include "SpeechSynthesizer.h"
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class SpeechLogger : public SpeechSynthesizer {
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public:
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SpeechLogger();
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void Speak(const char* text, const char* language);
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protected:
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bool DoInit(void);
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void DoUninitialize(void);
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};
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#endif
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@ -36,3 +36,5 @@ class SpeechSynthesizer {
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#elif defined(__APPLE__)
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#include "DarwinSpeechSynthesizer.h"
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#endif
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#include "SpeechLogger.h"
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@ -120,12 +120,10 @@ GameInteractorSail* GameInteractorSail::Instance;
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#include "soh/resource/importer/BackgroundFactory.h"
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#include "soh/config/ConfigUpdaters.h"
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#include "soh/Enhancements/accessible-actors/ActorAccessibility.h"
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#include "Enhancements//accessible-actors/ActorAccessibility.h"
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#if !defined(__SWITCH__) && !defined(__WIIU__)
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#include "Enhancements/accessible-actors/ActorAccessibility.h"
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#endif
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void SoH_ProcessDroppedFiles(std::string filePath);
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OTRGlobals* OTRGlobals::Instance;
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SaveManager* SaveManager::Instance;
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CustomMessageManager* CustomMessageManager::Instance;
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@ -506,10 +504,11 @@ void OTRAudio_Thread() {
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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AudioMgr_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS),
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num_audio_samples);
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#if !defined(__SWITCH__) && !defined(__WIIU__)
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// Give accessibility a chance to merge its own audio in.
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ActorAccessibility_MixAccessibleAudioWithGameAudio(
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audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS), num_audio_samples);
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#endif
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}
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AudioPlayer_Play((u8*)audio_buffer, num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
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#elif defined(_WIN32)
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SpeechSynthesizer::Instance = new SAPISpeechSynthesizer();
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SpeechSynthesizer::Instance->Init();
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#else
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SpeechSynthesizer::Instance = new SpeechLogger();
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SpeechSynthesizer::Instance->Init();
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#endif
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#ifdef ENABLE_REMOTE_CONTROL
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clearMtx = (uintptr_t)&gMtxClear;
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OTRMessage_Init();
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#if !defined(__SWITCH__) && !defined(__WIIU__)
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ActorAccessibility_Init();
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#endif
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OTRAudio_Init();
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OTRExtScanner();
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VanillaItemTable_Init();
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@ -1185,7 +1189,9 @@ extern "C" void DeinitOTR() {
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}
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SDLNet_Quit();
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#endif
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#if !defined(__SWITCH__) && !defined(__WIIU__)
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ActorAccessibility_Shutdown();
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#endif
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// Destroying gui here because we have shared ptrs to LUS objects which output to SPDLOG which is destroyed before these shared ptrs.
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SohGui::Destroy();
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@ -2701,7 +2707,9 @@ void OTRAudio_SfxCaptureThread() {
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}
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}
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std::unique_lock<std::mutex> Lock(audio.mutex);
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#if !defined(__SWITCH__) && !defined(__WIIU__)
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ActorAccessibility_DoSoundExtractionStep();
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#endif
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audio.processing = false;
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audio.cv_from_thread.notify_one();
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}
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