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AgrarianGameArchive/Source/AgrarianGame/AgrarianWeatherAudioController.cpp
T

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4.8 KiB
C++

// Copyright Pacificao. All Rights Reserved.
#include "AgrarianWeatherAudioController.h"
#include "AgrarianGameState.h"
#include "AgrarianPerformanceStats.h"
#include "Components/AudioComponent.h"
#include "Components/SceneComponent.h"
#include "Engine/World.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
AAgrarianWeatherAudioController::AAgrarianWeatherAudioController()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = false;
SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot"));
RootComponent = SceneRoot;
AmbientAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("AmbientAudio"));
AmbientAudio->SetupAttachment(SceneRoot);
AmbientAudio->bAutoActivate = false;
RainAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("RainAudio"));
RainAudio->SetupAttachment(SceneRoot);
RainAudio->bAutoActivate = false;
WindAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("WindAudio"));
WindAudio->SetupAttachment(SceneRoot);
WindAudio->bAutoActivate = false;
StormAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("StormAudio"));
StormAudio->SetupAttachment(SceneRoot);
StormAudio->bAutoActivate = false;
}
void AAgrarianWeatherAudioController::BeginPlay()
{
Super::BeginPlay();
AssignConfiguredSounds();
RefreshWeatherAudio(0.0f);
}
void AAgrarianWeatherAudioController::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
RefreshWeatherAudio(DeltaSeconds);
}
void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
{
SCOPE_CYCLE_COUNTER(STAT_AgrarianWeatherAudioRefresh);
TRACE_CPUPROFILER_EVENT_SCOPE(AgrarianWeatherAudioRefresh);
const UWorld* World = GetWorld();
const AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
if (!GameState)
{
return;
}
CurrentWeather = GameState->Weather;
const float WindAlpha = GetProviderWindAlpha(GameState->ActiveWeatherInputs.WindSpeedKmh, GameState->ActiveWeatherInputs.bHasProviderData);
float TargetRainVolume = 0.0f;
float TargetWindVolume = WindAlpha * MaxWindVolume;
float TargetStormVolume = 0.0f;
switch (GameState->Weather)
{
case EAgrarianWeatherType::Rain:
TargetRainVolume = MaxRainVolume;
TargetWindVolume = FMath::Max(TargetWindVolume, MaxWindVolume * 0.25f);
break;
case EAgrarianWeatherType::ColdWind:
TargetWindVolume = FMath::Max(TargetWindVolume, MaxWindVolume * 0.7f);
break;
case EAgrarianWeatherType::Storm:
TargetRainVolume = MaxRainVolume;
TargetWindVolume = MaxWindVolume;
TargetStormVolume = MaxStormVolume;
break;
default:
break;
}
const float DayAmbient = FMath::Max(AmbientDayVolume, BiomeAmbientDayVolume);
const float NightAmbient = FMath::Max(AmbientNightVolume, BiomeAmbientNightVolume);
const float TargetAmbientVolume = GameState->IsNight() ? NightAmbient : DayAmbient;
const float InterpSpeed = FMath::Max(0.1f, VolumeInterpSpeed);
CurrentAmbientVolume = FMath::FInterpTo(CurrentAmbientVolume, TargetAmbientVolume, DeltaSeconds, InterpSpeed);
CurrentRainVolume = FMath::FInterpTo(CurrentRainVolume, TargetRainVolume, DeltaSeconds, InterpSpeed);
CurrentWindVolume = FMath::FInterpTo(CurrentWindVolume, TargetWindVolume, DeltaSeconds, InterpSpeed);
CurrentStormVolume = FMath::FInterpTo(CurrentStormVolume, TargetStormVolume, DeltaSeconds, InterpSpeed);
if (DeltaSeconds <= 0.0f)
{
CurrentAmbientVolume = TargetAmbientVolume;
CurrentRainVolume = TargetRainVolume;
CurrentWindVolume = TargetWindVolume;
CurrentStormVolume = TargetStormVolume;
}
ApplyComponentVolume(AmbientAudio, CurrentAmbientVolume);
ApplyComponentVolume(RainAudio, CurrentRainVolume);
ApplyComponentVolume(WindAudio, CurrentWindVolume);
ApplyComponentVolume(StormAudio, CurrentStormVolume);
}
void AAgrarianWeatherAudioController::AssignConfiguredSounds()
{
if (AmbientAudio && BiomeAmbientLoopSound)
{
AmbientAudio->SetSound(BiomeAmbientLoopSound);
}
else if (AmbientAudio && ClearAmbientSound)
{
AmbientAudio->SetSound(ClearAmbientSound);
}
if (RainAudio && RainLoopSound)
{
RainAudio->SetSound(RainLoopSound);
}
if (WindAudio && WindLoopSound)
{
WindAudio->SetSound(WindLoopSound);
}
if (StormAudio && StormLoopSound)
{
StormAudio->SetSound(StormLoopSound);
}
}
void AAgrarianWeatherAudioController::ApplyComponentVolume(UAudioComponent* AudioComponent, float Volume) const
{
if (!AudioComponent)
{
return;
}
const float SafeVolume = FMath::Clamp(Volume, 0.0f, 1.0f);
AudioComponent->SetVolumeMultiplier(SafeVolume);
if (AudioComponent->Sound && SafeVolume > 0.01f && !AudioComponent->IsPlaying())
{
AudioComponent->Play();
}
else if (SafeVolume <= 0.01f && AudioComponent->IsPlaying())
{
AudioComponent->Stop();
}
}
float AAgrarianWeatherAudioController::GetProviderWindAlpha(float WindSpeedKmh, bool bHasProviderData) const
{
if (!bHasProviderData)
{
return 0.0f;
}
return FMath::Clamp(WindSpeedKmh / 55.0f, 0.0f, 1.0f);
}