Added more sound effeects. Added audio manager.
This commit is contained in:
284
AlientAttack.MonoGame/Audio/AudioManager.cs
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284
AlientAttack.MonoGame/Audio/AudioManager.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Media;
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using System;
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namespace AlienAttack.MonoGame.Audio;
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public sealed class AudioManager
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{
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public float MasterVolume { get; set; } = 1f;
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public float SfxVolume { get; set; } = 0.8f;
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public float MusicVolume { get; set; } = 0.7f;
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private readonly Random _random = new(12345);
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// Pools
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private VariantSoundPool _playerGunPool = default!;
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private VariantSoundPool _enemyGunPool = default!;
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private VariantSoundPool _explosionPool = default!;
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private VariantSoundPool _impactPool = default!;
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// Rate limiters (global caps per category/event)
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private RateLimiter _playerGunLimiter = new(0.06f); // max ~16 plays/sec
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private RateLimiter _enemyGunLimiter = new(0.12f); // max ~8 plays/sec (global for all enemies)
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private RateLimiter _impactLimiter = new(0.04f);
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// Music
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private Song? _currentSong;
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private float _musicDuck = 1f; // 1.0 = normal, <1 = ducked
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private float _musicDuckTarget = 1f;
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private float _musicDuckSpeed = 6f; // how fast it moves toward target (bigger = snappier)
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public void LoadContent(ContentManager content)
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{
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// Load SoundEffects once
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LoadPlayerGunPool(content);
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LoadEnemyGunPool(content);
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LoadImpactPool(content);
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LoadExplosionPool(content);
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//var playerGun = content.Load<SoundEffect>("Audio/Sfx/player_fire");
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//var enemyGun = content.Load<SoundEffect>("Audio/Sfx/enemy_fire");
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//var explosion = content.Load<SoundEffect>("Audio/Sfx/explosion");
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//var impact = content.Load<SoundEffect>("Audio/Sfx/impact");
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// Create pools with sane voice caps
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//_playerGunPool = new SoundPool(playerGun, maxVoices: 2);
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//_enemyGunPool = new SoundPool(enemyGun, maxVoices: 3);
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//_explosionPool = new SoundPool(explosion, maxVoices: 6);
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//_impactPool = new SoundPool(impact, maxVoices: 4);
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}
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private void LoadPlayerGunPool(ContentManager content)
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{
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var playerGunVariants = new[]
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{
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content.Load<SoundEffect>("Sfx/GUNAuto_Assault Rifle A Fire_01_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/GUNAuto_Assault Rifle A Fire_02_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/GUNAuto_Assault Rifle A Fire_03_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/GUNAuto_Assault Rifle A Fire_04_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/GUNAuto_Assault Rifle A Fire_05_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/GUNAuto_Assault Rifle A Fire_06_SFRMS_SCIWPNS")
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};
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_playerGunPool = new VariantSoundPool(playerGunVariants, voicesPerVariant: 1, rng: _random);
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}
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private void LoadEnemyGunPool(ContentManager content)
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{
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var variants = new[]
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{
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content.Load<SoundEffect>("Sfx/Pistol/GUNPis_Pistol Fire_01_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Pistol/GUNPis_Pistol Fire_02_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Pistol/GUNPis_Pistol Fire_03_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Pistol/GUNPis_Pistol Fire_04_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Pistol/GUNPis_Pistol Fire_05_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Pistol/GUNPis_Pistol Fire_06_SFRMS_SCIWPNS"),
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};
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_enemyGunPool = new VariantSoundPool(variants, voicesPerVariant: 1, rng: _random);
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}
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private void LoadImpactPool(ContentManager content)
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{
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var variants = new[]
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{
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content.Load<SoundEffect>("Sfx/Impact/BLLTImpt_Impact Object_01_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Impact/BLLTImpt_Impact Object_02_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Impact/BLLTImpt_Impact Object_03_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Impact/BLLTImpt_Impact Object_04_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Impact/BLLTImpt_Impact Object_05_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Impact/BLLTImpt_Impact Object_06_SFRMS_SCIWPNS"),
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};
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_impactPool = new VariantSoundPool(variants, voicesPerVariant: 1, rng: _random);
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}
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private void LoadExplosionPool(ContentManager content)
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{
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var variants = new[]
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{
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content.Load<SoundEffect>("Sfx/Explosions/EXPLDsgn_Explosion Impact_01_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Explosions/EXPLDsgn_Explosion Impact_02_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Explosions/EXPLDsgn_Explosion Impact_03_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Explosions/EXPLDsgn_Explosion Impact_04_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Explosions/EXPLDsgn_Explosion Impact_05_SFRMS_SCIWPNS"),
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content.Load<SoundEffect>("Sfx/Explosions/EXPLDsgn_Explosion Impact_06_SFRMS_SCIWPNS")
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};
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_explosionPool = new VariantSoundPool(variants, voicesPerVariant: 1, rng: _random);
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}
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// Call this once per frame
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public void Update(GameTime gameTime)
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{
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float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
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_playerGunLimiter.Update(dt);
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_enemyGunLimiter.Update(dt);
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_impactLimiter.Update(dt);
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// Smoothly approach the duck target
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_musicDuck = Approach(_musicDuck, _musicDuckTarget, _musicDuckSpeed * dt);
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// Apply music volume
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MediaPlayer.Volume = Clamp01(MasterVolume * MusicVolume * _musicDuck);
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}
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// -----------------------
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// Public SFX entry points
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// -----------------------
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public void PlayPlayerFire()
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{
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if (!_playerGunLimiter.TryConsume()) return;
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// Bullet sounds should be short + quiet-ish
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float baseVol = 0.35f;
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float vol = baseVol * RandRange(0.92f, 1.05f);
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float pitch = RandRange(-0.05f, 0.05f);
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_playerGunPool.Play(
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volume: Clamp01(MasterVolume * SfxVolume * vol),
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pitch: pitch
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);
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}
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public void PlayEnemyFire()
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{
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if (!_enemyGunLimiter.TryConsume()) return;
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float baseVol = 0.28f;
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float vol = baseVol * RandRange(0.90f, 1.05f);
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float pitch = RandRange(-0.07f, 0.07f);
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_enemyGunPool.Play(
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volume: Clamp01(MasterVolume * SfxVolume * vol),
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pitch: pitch
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);
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}
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public void PlayImpact()
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{
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if (!_impactLimiter.TryConsume()) return;
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float baseVol = 0.25f;
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float vol = baseVol * RandRange(0.90f, 1.10f);
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float pitch = RandRange(-0.08f, 0.08f);
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_impactPool.Play(
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volume: Clamp01(MasterVolume * SfxVolume * vol),
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pitch: pitch
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);
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}
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public void PlayExplosion(bool duckMusic = true)
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{
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float baseVol = 0.85f;
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float vol = baseVol * RandRange(0.95f, 1.05f);
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float pitch = RandRange(-0.04f, 0.04f);
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_explosionPool.Play(
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volume: Clamp01(MasterVolume * SfxVolume * vol),
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pitch: pitch
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);
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if (duckMusic)
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{
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// Duck music quickly, then let it recover
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DuckMusic(amount: 0.55f, holdSeconds: 0.20f, releaseSeconds: 0.35f);
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}
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}
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// -----------------------
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// Music
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// -----------------------
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public void PlayMusic(ContentManager content, string songAssetName, bool loop = true)
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{
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// Example asset name: "Audio/Music/level1"
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_currentSong = content.Load<Song>(songAssetName);
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MediaPlayer.IsRepeating = loop;
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MediaPlayer.Volume = Clamp01(MasterVolume * MusicVolume * _musicDuck);
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MediaPlayer.Play(_currentSong);
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}
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public void StopMusic() => MediaPlayer.Stop();
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public void PauseMusic() => MediaPlayer.Pause();
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public void ResumeMusic() => MediaPlayer.Resume();
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// Duck helper: amount < 1.0 means quieter music (e.g., 0.55)
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public void DuckMusic(float amount, float holdSeconds, float releaseSeconds)
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{
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amount = Math.Clamp(amount, 0.05f, 1f);
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_musicDuckTarget = amount;
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// Use a tiny internal timer without introducing a scheduler:
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// We'll set a one-shot "return to 1" using a lightweight countdown.
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_duckReturnTimer = holdSeconds;
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_duckReleaseSeconds = Math.Max(0.01f, releaseSeconds);
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}
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private float _duckReturnTimer = 0f;
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private float _duckReleaseSeconds = 0.35f;
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// Call from Update to manage duck release
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private void HandleDuckRelease(float dt)
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{
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if (_musicDuckTarget < 1f)
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{
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_duckReturnTimer -= dt;
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if (_duckReturnTimer <= 0f)
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{
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// start releasing
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_musicDuckTarget = 1f;
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_musicDuckSpeed = 1f / _duckReleaseSeconds; // approx
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// after it reaches 1, you can restore default speed if you want
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}
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}
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else
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{
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// restore default “snappiness” once fully normal
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if (Math.Abs(_musicDuck - 1f) < 0.001f)
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_musicDuckSpeed = 6f;
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}
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}
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// Update override to include duck release handling
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public void UpdateWithDuck(GameTime gameTime)
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{
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float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
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_playerGunLimiter.Update(dt);
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_enemyGunLimiter.Update(dt);
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_impactLimiter.Update(dt);
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HandleDuckRelease(dt);
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_musicDuck = Approach(_musicDuck, _musicDuckTarget, _musicDuckSpeed * dt);
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MediaPlayer.Volume = Clamp01(MasterVolume * MusicVolume * _musicDuck);
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}
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// -----------------------
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// Utilities
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// -----------------------
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private float RandRange(float min, float max)
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=> (float)(min + _random.NextDouble() * (max - min));
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private static float Clamp01(float v) => Math.Clamp(v, 0f, 1f);
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private static float Approach(float current, float target, float maxDelta)
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{
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if (current < target)
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return Math.Min(current + maxDelta, target);
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if (current > target)
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return Math.Max(current - maxDelta, target);
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return current;
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}
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}
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