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/** * * @todo: add ability to use the TempoOverride * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTMusicManager extends Info config(Game); var float MusicStartTime; /** Time at which current track started playing */ var int LastBeat; /** Count of beats since MusicStartTime */ /** This is the temp (in Beats Per Minutes) of the track that is currently playing **/ var private float CurrTempo; var private float CurrFadeFactor; /** Pre-computed MusicVolume/CrossFadeTime deltatime multiplier for cross-fading */ var UTPlayerController PlayerOwner; /** Owner of this MusicManager */ var globalconfig float MusicVolume; /** Maximum volume for music audiocomponents (max value for VolumeMultiplier). */ var float LastActionEventTime; /** Time at which last "action event" occurred - used to determine when to fade out action track. */ var bool bPendingAction; /** If true, switch to action on next beat */ var config float StingerVolumeMultiplier; enum EMusicState { MST_Ambient, MST_Tension, MST_Suspense, MST_Action, MST_Victory, }; var EMusicState CurrentState; /** Current Music state (reflects which track is active). */ var int PendingEvent; /** Pending music event - will be processed on next beat. */ var float PendingEventPlayTime; var float PendingEventDelay; var AudioComponent CurrentTrack; /** Track being ramped up, rather than faded out */ var AudioComponent MusicTracks[6]; /** Music Tracks - see ChangeTrack() for definition of slots. */ event PostBeginPlay() { Super.PostBeginPlay(); // start music on a short timer so we avoid the long initial tick that can make the music skip SetTimer(1.0, false, 'StartMusic'); } /** StartMusic() * Initialize MusicManager and start intro track. */ function StartMusic() { local UTMapInfo UMI; UMI = UTMapInfo(WorldInfo.GetMapInfo()); // means the content folks have not set the map up with music yet if (UMI != None && UMI.MapMusicInfo != None) { MusicTracks[5] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Intro.TheCue); CurrentTrack = MusicTracks[5]; LastBeat = 0; CurrentState = MST_Ambient; if ( MusicTracks[5] != None ) { MusicTracks[5].VolumeMultiplier = MusicVolume; MusicTracks[5].OnAudioFinished = IntroFinished; MusicTracks[5].Play(); } MusicStartTime = WorldInfo.TimeSeconds; PlayerOwner = UTPlayerController(Owner); CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Intro.CrossfadeToMeNumMeasuresDuration; } } /** delegate set to intro music's AudioComponent to detect when the music has completed */ function IntroFinished(AudioComponent AC) { local UTMapInfo UMI; // if the intro is still the active track, switch to the looping ambient now if (AC == MusicTracks[5] && CurrentTrack == AC && CurrentState == MST_Ambient) { UMI = UTMapInfo(WorldInfo.GetMapInfo()); // means the content folks have not set the map up with music yet if( UMI == none ) { //`log( GetFuncName() @ "UMI is none" ); return; } // why is this not just changing track to ambient? MusicTracks[0] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Ambient.TheCue); if (MusicTracks[0] != None) { //`log( "fading in Ambient music" ); MusicTracks[0].VolumeMultiplier = MusicVolume; MusicTracks[0].Play(); CurrentTrack = MusicTracks[0]; MusicStartTime = WorldInfo.TimeSeconds; CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Ambient.CrossfadeToMeNumMeasuresDuration; LastBeat = 0; } } } /* CreateNewTrack() * Create a new AudioComponent to play MusicCue. * @param MusicCue: the sound cue to play * @returns the new audio component */ function AudioComponent CreateNewTrack(SoundCue MusicCue) { local AudioComponent AC; AC = CreateAudioComponent( MusicCue, false, true ); // AC will be none if -nosound option used if ( AC != None ) { AC.bAllowSpatialization = false; AC.bShouldRemainActiveIfDropped = true; } return AC; } /* MusicEvent() Music Manager interface for musical events. @param NewEventIndex: see list below 0 - enemy action (shooting at you, you shooting at them) 1 - kill 2 - died 3 - returned flag 4 - enemy took flag (from base) 5 - enemy returned flag NOT IMPLEMENTED, CHANGE? 6 - major kill (first blood, killed flag carrier, or took lead in DM) 7 - took flag 8 - killing spree 9 - double kill 10 - long spree 11 - ultrakill 12 - monster kill 13- score behind 14 - score increase lead 15 - score take lead */ function MusicEvent(int NewEventIndex) { // set pendingevent - will be processed on the next beat if ( PendingEvent > 0 ) { if ( PendingEvent > NewEventIndex ) { return; } ProcessMusicEvent(); } PendingEvent = NewEventIndex; PendingEventPlayTime = WorldInfo.TimeSeconds + PendingEventDelay; //`log( "new MusicEvent: " $ NewEventIndex ); // request change to action track if appropriate if ( (PendingEvent != 2) && (PendingEvent != 3) && (PendingEvent != 4) && (PendingEvent != 5) && (PendingEvent != 7) && (PendingEvent < 13) ) { if ( CurrentState != MST_Action ) { bPendingAction = true; } LastActionEventTime = WorldInfo.TimeSeconds; } } function bool AlreadyInActionMusic() { return CurrentState == MST_Action; } /** ProcessMusicEvent() process PendingEvent. Called from Tick() on a beat. */ function ProcessMusicEvent() { local UTMapInfo UMI; local SoundCue EventCue; local AudioComponent EventTrack; // change to action track if appropriate if ( bPendingAction ) { if ( CurrentState != MST_Action ) ChangeTrack(MST_Action); bPendingAction = false; } UMI = UTMapInfo(WorldInfo.GetMapInfo()); // means the content folks have not set the map up with music yet if( UMI == none ) { //`log( GetFuncName() @ "UMI is none" ); return; } // play appropriate stinger Switch ( PendingEvent ) { case 1: EventCue = UMI.MapMusicInfo.MapStingers.Kill; break; case 2: EventCue = UMI.MapMusicInfo.MapStingers.Died; break; case 3: EventCue = UMI.MapMusicInfo.MapStingers.ReturnFlag; break; case 4: EventCue = UMI.MapMusicInfo.MapStingers.EnemyGrabFlag; break; case 5: EventCue = UMI.MapMusicInfo.MapStingers.FlagReturned; break; case 6: EventCue = UMI.MapMusicInfo.MapStingers.MajorKill; break; case 7: EventCue = UMI.MapMusicInfo.MapStingers.GrabFlag; break; case 8: EventCue = UMI.MapMusicInfo.MapStingers.FirstKillingSpree; break; case 9: EventCue = UMI.MapMusicInfo.MapStingers.DoubleKill; break; case 10: EventCue = UMI.MapMusicInfo.MapStingers.LongKillingSpree; break; case 11: EventCue = UMI.MapMusicInfo.MapStingers.MultiKill; break; case 12: EventCue = UMI.MapMusicInfo.MapStingers.MonsterKill; break; case 13: EventCue = UMI.MapMusicInfo.MapStingers.ScoreLosing; break; case 14: EventCue = UMI.MapMusicInfo.MapStingers.ScoreTie; break; case 15: EventCue = UMI.MapMusicInfo.MapStingers.ScoreWinning; break; } EventTrack = CreateNewTrack(EventCue); if (EventTrack != None) { EventTrack.bAutoDestroy = true; EventTrack.VolumeMultiplier = StingerVolumeMultiplier; EventTrack.Play(); } } function Tick(float DeltaTime) { local float NumBeats; local int i; local EMusicState NewState; // Cross-fade if ( CurrentTrack != None && CurrentTrack.VolumeMultiplier < MusicVolume ) { // ramp up current track CurrentTrack.VolumeMultiplier = FMin(MusicVolume, CurrentTrack.VolumeMultiplier + CurrFadeFactor*DeltaTime); } for ( i=0; i<6; i++ ) { // ramp down other tracks if ( (MusicTracks[i] != None) && (MusicTracks[i] != CurrentTrack) && (MusicTracks[i].VolumeMultiplier > 0.f) ) { MusicTracks[i].VolumeMultiplier = MusicTracks[i].VolumeMultiplier - CurrFadeFactor*DeltaTime; if ( MusicTracks[i].VolumeMultiplier <= 0.f ) { //`log( "fading out in tick" ); MusicTracks[i].VolumeMultiplier = 0.f; MusicTracks[i].Stop(); } } } NumBeats = (WorldInfo.TimeSeconds - MusicStartTime) * CurrTempo/60; if ( NumBeats - LastBeat < 1 ) { return; } LastBeat = int(NumBeats); if ( LastBeat % 2 != 0 ) { return; } // process any outstanding pending events if ( (PendingEvent > 0) && (WorldInfo.TimeSeconds > PendingEventPlayTime) ) { ProcessMusicEvent(); PendingEvent = 0; return; } // check if there is current game action (to keep the action track going) if ( PlayerOwner.Pawn != None ) { if ( (PlayerOwner.Pawn.Weapon != None) && PlayerOwner.Pawn.Weapon.IsFiring() ) { LastActionEventTime = WorldInfo.TimeSeconds; } else if ( PlayerOwner.Pawn.InCombat() ) { LastActionEventTime = WorldInfo.TimeSeconds; if ( CurrentState != MST_Action ) ChangeTrack(MST_Action); } } if ( (CurrentState != MST_Action) || (WorldInfo.TimeSeconds - LastActionEventTime > 8) ) { // determine if music state needs to change if ( (PlayerOwner.Pawn != None) && PlayerOwner.Pawn.PoweredUp() ) { NewState = MST_Victory; } else if ( !UTGameReplicationInfo(WorldInfo.GRI).FlagsAreHome() ) { if ( PlayerOwner.PlayerReplicationInfo.bHasFlag ) NewState = MST_Victory; else { if ( (PlayerOwner.PlayerReplicationInfo.Team != None) && UTGameReplicationInfo(WorldInfo.GRI).FlagIsHome(PlayerOwner.PlayerReplicationInfo.Team.TeamIndex) ) NewState = MST_Suspense; else NewState = MST_Tension; } } else { if ( (CurrentState == MST_Action) && (WorldInfo.TimeSeconds - LastActionEventTime < 16) ) { NewState = MST_Action; } else { NewState = MST_Ambient; } } if ( NewState != CurrentState ) ChangeTrack(NewState); } } /** ChangeTrack() * @param NewState New music state (track to ramp up). */ function ChangeTrack(EMusicState NewState) { local UTMapInfo UMI; local AudioComponent NewTrack; //`log( "MusicManager: ChangeTrack: " $ NewState ); if ( CurrentState == NewState ) { //`log( "MusicManager: ChangeTrack: new and current state are the same" ); return; } CurrentState = NewState; UMI = UTMapInfo(WorldInfo.GetMapInfo()); // means the content folks have not set the map up with music yet if( UMI == none ) { //`log( GetFuncName() @ "UMI is none" ); return; } // select appropriate track Switch( NewState ) { case MST_Ambient: if ( MusicTracks[0] == None ) { if ( (CurrentTrack != None) && (CurrentTrack.SoundCue == UMI.MapMusicInfo.MapMusic.Ambient.TheCue) ) { MusicTracks[0] = CurrentTrack; } else { MusicTracks[0] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Ambient.TheCue); } } NewTrack = MusicTracks[0]; CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Ambient.CrossfadeToMeNumMeasuresDuration; break; case MST_Tension: if ( MusicTracks[1] == None ) { if ( (CurrentTrack != None) && (CurrentTrack.SoundCue == UMI.MapMusicInfo.MapMusic.Tension.TheCue) ) { MusicTracks[1] = CurrentTrack; } else { MusicTracks[1] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Tension.TheCue); } } NewTrack = MusicTracks[1]; CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Tension.CrossfadeToMeNumMeasuresDuration; break; case MST_Suspense: if ( MusicTracks[2] == None ) { if ( (CurrentTrack != None) && (CurrentTrack.SoundCue == UMI.MapMusicInfo.MapMusic.Suspense.TheCue) ) { MusicTracks[2] = CurrentTrack; } else { MusicTracks[2] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Suspense.TheCue); } } NewTrack = MusicTracks[2]; CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Suspense.CrossfadeToMeNumMeasuresDuration; break; case MST_Action: if ( MusicTracks[3] == None ) { if ( (CurrentTrack != None) && (CurrentTrack.SoundCue == UMI.MapMusicInfo.MapMusic.Action.TheCue) ) { MusicTracks[3] = CurrentTrack; } else { MusicTracks[3] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Action.TheCue); } } NewTrack = MusicTracks[3]; CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Action.CrossfadeToMeNumMeasuresDuration; break; case MST_Victory: if ( MusicTracks[4] == None ) { if ( (CurrentTrack != None) && (CurrentTrack.SoundCue == UMI.MapMusicInfo.MapMusic.Victory.TheCue) ) { MusicTracks[4] = CurrentTrack; } else { MusicTracks[4] = CreateNewTrack(UMI.MapMusicInfo.MapMusic.Victory.TheCue); } } NewTrack = MusicTracks[4]; CurrTempo = UMI.MapMusicInfo.MapMusic.Tempo; CurrFadeFactor = MusicVolume/UMI.MapMusicInfo.MapMusic.Victory.CrossfadeToMeNumMeasuresDuration; break; } if ( (CurrentTrack == NewTrack) && (CurrentTrack != None) && CurrentTrack.bWasPlaying ) return; // play selected track CurrentTrack = NewTrack; MusicStartTime = WorldInfo.TimeSeconds; LastBeat = 0; if ( CurrentTrack != None ) { CurrentTrack.VolumeMultiplier = 0.0; CurrentTrack.Play(); } } defaultproperties { MusicVolume=0.360000 LastActionEventTime=-1000.000000 StingerVolumeMultiplier=1.100000 PendingEventDelay=0.125000 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite' End Object Components(0)=Sprite CollisionType=COLLIDE_CustomDefault Name="Default__UTMusicManager" ObjectArchetype=Info'Engine.Default__Info' } |
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