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赤子奈落
ygopro
Commits
8370d66f
Commit
8370d66f
authored
Apr 10, 2025
by
nanahira
Browse files
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Browse Files
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Plain Diff
Merge branch 'patch-miniaudio' of github.com:Fluorohydride/ygopro into develop
parents
df79cc30
21ec8503
Changes
4
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Showing
4 changed files
with
47 additions
and
59 deletions
+47
-59
gframe/duelclient.cpp
gframe/duelclient.cpp
+3
-9
gframe/event_handler.cpp
gframe/event_handler.cpp
+0
-4
gframe/sound_manager.cpp
gframe/sound_manager.cpp
+36
-38
gframe/sound_manager.h
gframe/sound_manager.h
+8
-8
No files found.
gframe/duelclient.cpp
View file @
8370d66f
...
...
@@ -1313,10 +1313,8 @@ bool DuelClient::ClientAnalyze(unsigned char* msg, int len) {
//playing custom bgm
case
21
:
{
//HINT_MUSIC
if
(
data
)
{
char
textBufferU
[
1024
];
myswprintf
(
textBuffer
,
L"./sound/BGM/custom/%ls.mp3"
,
dataManager
.
GetDesc
(
data
));
BufferIO
::
EncodeUTF8
(
textBuffer
,
textBufferU
);
soundManager
.
PlayCustomBGM
(
textBufferU
);
soundManager
.
PlayCustomBGM
(
textBuffer
);
}
else
{
soundManager
.
StopBGM
();
}
...
...
@@ -1325,10 +1323,8 @@ bool DuelClient::ClientAnalyze(unsigned char* msg, int len) {
//playing custom sound effect
case
22
:
{
//HINT_SOUND
if
(
data
)
{
char
textBufferU
[
1024
];
myswprintf
(
textBuffer
,
L"./sound/custom/%ls.wav"
,
dataManager
.
GetDesc
(
data
));
BufferIO
::
EncodeUTF8
(
textBuffer
,
textBufferU
);
soundManager
.
PlayCustomSound
(
textBufferU
);
soundManager
.
PlayCustomSound
(
textBuffer
);
}
else
{
soundManager
.
StopSound
();
}
...
...
@@ -1337,10 +1333,8 @@ bool DuelClient::ClientAnalyze(unsigned char* msg, int len) {
//playing custom bgm in ogg format
case
23
:
{
//HINT_MUSIC_OGG
if
(
data
)
{
char
textBufferU
[
1024
];
myswprintf
(
textBuffer
,
L"./sound/BGM/custom/%ls.ogg"
,
dataManager
.
GetDesc
(
data
));
BufferIO
::
EncodeUTF8
(
textBuffer
,
textBufferU
);
soundManager
.
PlayCustomBGM
(
textBufferU
);
soundManager
.
PlayCustomBGM
(
textBuffer
);
}
else
{
soundManager
.
StopBGM
();
}
...
...
gframe/event_handler.cpp
View file @
8370d66f
...
...
@@ -1934,7 +1934,6 @@ bool ClientField::OnCommonEvent(const irr::SEvent& event) {
return
true
;
break
;
}
#ifdef YGOPRO_USE_AUDIO
case
CHECKBOX_ENABLE_MUSIC
:
{
if
(
!
mainGame
->
chkEnableMusic
->
isChecked
())
soundManager
.
StopBGM
();
...
...
@@ -1947,7 +1946,6 @@ bool ClientField::OnCommonEvent(const irr::SEvent& event) {
return
true
;
break
;
}
#endif
case
CHECKBOX_DISABLE_CHAT
:
{
bool
show
=
(
mainGame
->
is_building
&&
!
mainGame
->
is_siding
)
?
false
:
true
;
mainGame
->
wChat
->
setVisible
(
show
);
...
...
@@ -2053,7 +2051,6 @@ bool ClientField::OnCommonEvent(const irr::SEvent& event) {
return
true
;
break
;
}
#ifdef YGOPRO_USE_AUDIO
case
SCROLL_VOLUME
:
{
mainGame
->
gameConf
.
sound_volume
=
(
double
)
mainGame
->
scrSoundVolume
->
getPos
()
/
100
;
mainGame
->
gameConf
.
music_volume
=
(
double
)
mainGame
->
scrMusicVolume
->
getPos
()
/
100
;
...
...
@@ -2062,7 +2059,6 @@ bool ClientField::OnCommonEvent(const irr::SEvent& event) {
return
true
;
break
;
}
#endif
case
SCROLL_TAB_HELPER
:
{
irr
::
core
::
rect
<
irr
::
s32
>
pos
=
mainGame
->
tabHelper
->
getRelativePosition
();
mainGame
->
tabHelper
->
setRelativePosition
(
irr
::
core
::
recti
(
0
,
mainGame
->
scrTabHelper
->
getPos
()
*
-
1
,
pos
.
LowerRightCorner
.
X
,
pos
.
LowerRightCorner
.
Y
));
...
...
gframe/sound_manager.cpp
View file @
8370d66f
...
...
@@ -85,7 +85,7 @@ void SoundManager::RefershBGMDir(std::wstring path, int scene) {
}
});
}
void
SoundManager
::
PlaySound
(
char
*
sound
)
{
void
SoundManager
::
PlaySound
(
wchar_t
*
sound
)
{
#ifdef YGOPRO_USE_AUDIO
if
(
!
mainGame
->
chkEnableSound
->
isChecked
())
return
;
...
...
@@ -111,17 +111,13 @@ void SoundManager::PlaySound(char* sound) {
usingSoundEffectPointer
=
playingSoundEffect
[
0
];
ma_sound_uninit
(
usingSoundEffectPointer
);
}
#ifdef _WIN32
wchar_t
sound_w
[
1024
];
BufferIO
::
DecodeUTF8
(
sound
,
sound_w
);
ma_sound_init_from_file_w
(
&
engineSound
,
sound_w
,
MA_SOUND_FLAG_ASYNC
|
MA_SOUND_FLAG_STREAM
,
nullptr
,
nullptr
,
usingSoundEffectPointer
);
#else
ma_sound_init_from_file
(
&
engineSound
,
sound
,
MA_SOUND_FLAG_ASYNC
|
MA_SOUND_FLAG_STREAM
,
nullptr
,
nullptr
,
usingSoundEffectPointer
);
#endif
ma_sound_init_from_file_w
(
&
engineSound
,
sound
,
MA_SOUND_FLAG_ASYNC
|
MA_SOUND_FLAG_STREAM
,
nullptr
,
nullptr
,
usingSoundEffectPointer
);
ma_sound_start
(
usingSoundEffectPointer
);
#endif
#ifdef YGOPRO_USE_IRRKLANG
engineSound
->
play2D
(
sound
);
char
csound
[
1024
];
BufferIO
::
EncodeUTF8
(
sound
,
csound
);
engineSound
->
play2D
(
csound
);
#endif
#endif
}
...
...
@@ -258,12 +254,13 @@ void SoundManager::PlaySoundEffect(int sound) {
default:
break
;
}
char
soundPath
[
40
];
std
::
snprintf
(
soundPath
,
40
,
"./sound/%s.wav"
,
soundName
);
PlaySound
(
soundPath
);
wchar_t
soundPathW
[
40
];
myswprintf
(
soundPathW
,
L
"./sound/%s.wav"
,
soundName
);
PlaySound
(
soundPath
W
);
#endif // YGOPRO_USE_AUDIO
}
void
SoundManager
::
PlayDialogSound
(
irr
::
gui
::
IGUIElement
*
element
)
{
#ifdef YGOPRO_USE_AUDIO
if
(
element
==
mainGame
->
wMessage
)
{
PlaySoundEffect
(
SOUND_INFO
);
}
else
if
(
element
==
mainGame
->
wQuery
)
{
...
...
@@ -285,37 +282,44 @@ void SoundManager::PlayDialogSound(irr::gui::IGUIElement * element) {
}
else
if
(
element
==
mainGame
->
wFTSelect
)
{
PlaySoundEffect
(
SOUND_QUESTION
);
}
#endif // YGOPRO_USE_AUDIO
}
bool
SoundManager
::
Is
CurrentlyPlaying
(
char
*
song
)
{
bool
SoundManager
::
Is
PlayingMusic
(
wchar_t
*
music
)
{
#ifdef YGOPRO_USE_MINIAUDIO
return
currentPlayingMusic
[
0
]
&&
strcmp
(
currentPlayingMusic
,
song
)
==
0
&&
ma_sound_is_playing
(
&
soundBGM
);
if
(
music
)
{
return
!
mywcsncasecmp
(
currentPlayingMusic
,
music
,
1024
)
&&
ma_sound_is_playing
(
&
soundBGM
);
}
else
{
return
ma_sound_is_playing
(
&
soundBGM
);
}
#endif
#ifdef YGOPRO_USE_IRRKLANG
return
engineMusic
->
isCurrentlyPlaying
(
song
);
if
(
music
)
{
char
cmusic
[
1024
];
BufferIO
::
EncodeUTF8
(
music
,
cmusic
);
return
engineMusic
->
isCurrentlyPlaying
(
cmusic
);
}
else
{
return
soundBGM
&&
!
soundBGM
->
isFinished
();
}
#endif
return
false
;
}
void
SoundManager
::
PlayMusic
(
char
*
song
,
bool
loop
)
{
void
SoundManager
::
PlayMusic
(
wchar_t
*
music
,
bool
loop
)
{
#ifdef YGOPRO_USE_AUDIO
if
(
!
mainGame
->
chkEnableMusic
->
isChecked
())
return
;
if
(
!
Is
CurrentlyPlaying
(
song
))
{
if
(
!
Is
PlayingMusic
(
music
))
{
StopBGM
();
SetMusicVolume
(
mainGame
->
gameConf
.
music_volume
);
#ifdef YGOPRO_USE_MINIAUDIO
strcpy
(
currentPlayingMusic
,
song
);
#ifdef _WIN32
wchar_t
song_w
[
1024
];
BufferIO
::
DecodeUTF8
(
song
,
song_w
);
ma_sound_init_from_file_w
(
&
engineMusic
,
song_w
,
MA_SOUND_FLAG_ASYNC
|
MA_SOUND_FLAG_STREAM
,
nullptr
,
nullptr
,
&
soundBGM
);
#else
ma_sound_init_from_file
(
&
engineMusic
,
song
,
MA_SOUND_FLAG_ASYNC
|
MA_SOUND_FLAG_STREAM
,
nullptr
,
nullptr
,
&
soundBGM
);
#endif
BufferIO
::
CopyWStr
(
music
,
currentPlayingMusic
,
1024
);
ma_sound_init_from_file_w
(
&
engineMusic
,
music
,
MA_SOUND_FLAG_ASYNC
|
MA_SOUND_FLAG_STREAM
,
nullptr
,
nullptr
,
&
soundBGM
);
ma_sound_set_looping
(
&
soundBGM
,
loop
);
ma_sound_start
(
&
soundBGM
);
#endif
#ifdef YGOPRO_USE_IRRKLANG
soundBGM
=
engineMusic
->
play2D
(
song
,
loop
,
false
,
true
);
char
cmusic
[
1024
];
BufferIO
::
EncodeUTF8
(
music
,
cmusic
);
soundBGM
=
engineMusic
->
play2D
(
cmusic
,
loop
,
false
,
true
);
#endif
}
#endif
...
...
@@ -326,28 +330,22 @@ void SoundManager::PlayBGM(int scene) {
return
;
if
(
!
mainGame
->
chkMusicMode
->
isChecked
())
scene
=
BGM_ALL
;
char
BGMName
[
1024
];
#if defined(YGOPRO_USE_MINIAUDIO)
if
((
scene
!=
bgm_scene
)
&&
(
bgm_scene
!=
BGM_CUSTOM
)
||
(
scene
!=
previous_bgm_scene
)
&&
(
bgm_scene
==
BGM_CUSTOM
)
||
!
IsCurrentlyPlaying
(
currentPlayingMusic
))
{
#elif defined(YGOPRO_USE_IRRKLANG)
if
((
scene
!=
bgm_scene
)
&&
(
bgm_scene
!=
BGM_CUSTOM
)
||
(
scene
!=
previous_bgm_scene
)
&&
(
bgm_scene
==
BGM_CUSTOM
)
||
(
soundBGM
&&
soundBGM
->
isFinished
()))
{
#endif
if
((
scene
!=
bgm_scene
)
&&
(
bgm_scene
!=
BGM_CUSTOM
)
||
(
scene
!=
previous_bgm_scene
)
&&
(
bgm_scene
==
BGM_CUSTOM
)
||
!
IsPlayingMusic
())
{
int
count
=
BGMList
[
scene
].
size
();
if
(
count
<=
0
)
return
;
bgm_scene
=
scene
;
int
bgm
=
rnd
.
get_random_integer
(
0
,
count
-
1
);
auto
name
=
BGMList
[
scene
][
bgm
].
c_str
();
wchar_t
fname
[
1024
];
myswprintf
(
fname
,
L"./sound/BGM/%ls"
,
name
);
BufferIO
::
EncodeUTF8
(
fname
,
BGMName
);
wchar_t
BGMName
[
1024
];
myswprintf
(
BGMName
,
L"./sound/BGM/%ls"
,
name
);
PlayMusic
(
BGMName
,
false
);
}
#endif
}
void
SoundManager
::
PlayCustomBGM
(
char
*
BGMName
)
{
void
SoundManager
::
PlayCustomBGM
(
wchar_t
*
BGMName
)
{
#ifdef YGOPRO_USE_AUDIO
if
(
!
mainGame
->
chkEnableMusic
->
isChecked
()
||
!
mainGame
->
chkMusicMode
->
isChecked
()
||
bgm_process
||
Is
CurrentlyPlaying
(
BGMName
))
if
(
!
mainGame
->
chkEnableMusic
->
isChecked
()
||
!
mainGame
->
chkMusicMode
->
isChecked
()
||
bgm_process
||
Is
PlayingMusic
(
BGMName
))
return
;
bgm_process
=
true
;
int
pscene
=
bgm_scene
;
...
...
@@ -358,7 +356,7 @@ void SoundManager::PlayCustomBGM(char* BGMName) {
bgm_process
=
false
;
#endif
}
void
SoundManager
::
PlayCustomSound
(
char
*
SoundName
)
{
void
SoundManager
::
PlayCustomSound
(
wchar_t
*
SoundName
)
{
PlaySound
(
SoundName
);
}
void
SoundManager
::
StopBGM
()
{
...
...
gframe/sound_manager.h
View file @
8370d66f
...
...
@@ -15,8 +15,8 @@ namespace ygo {
class
SoundManager
{
private:
std
::
vector
<
std
::
wstring
>
BGMList
[
9
];
int
bgm_scene
;
int
previous_bgm_scene
;
int
bgm_scene
{}
;
int
previous_bgm_scene
{}
;
bool
bgm_process
;
mt19937
rnd
;
#ifdef YGOPRO_USE_MINIAUDIO
...
...
@@ -28,7 +28,7 @@ private:
ma_engine
engineSound
;
ma_engine
engineMusic
;
ma_sound
soundBGM
;
char
currentPlayingMusic
[
1024
]{};
wchar_t
currentPlayingMusic
[
1024
]{};
ma_sound
*
playingSoundEffect
[
10
]{};
#endif
#ifdef YGOPRO_USE_IRRKLANG
...
...
@@ -41,14 +41,14 @@ private:
public:
bool
Init
();
void
RefreshBGMList
();
void
PlaySound
(
char
*
sound
);
void
PlaySound
(
wchar_t
*
sound
);
void
PlaySoundEffect
(
int
sound
);
void
PlayDialogSound
(
irr
::
gui
::
IGUIElement
*
element
);
bool
Is
CurrentlyPlaying
(
char
*
song
);
void
PlayMusic
(
char
*
song
,
bool
loop
);
bool
Is
PlayingMusic
(
wchar_t
*
music
=
0
);
void
PlayMusic
(
wchar_t
*
music
,
bool
loop
);
void
PlayBGM
(
int
scene
);
void
PlayCustomBGM
(
char
*
BGMName
);
void
PlayCustomSound
(
char
*
SoundName
);
void
PlayCustomBGM
(
wchar_t
*
BGMName
);
void
PlayCustomSound
(
wchar_t
*
SoundName
);
void
StopBGM
();
void
StopSound
();
void
SetSoundVolume
(
double
volume
);
...
...
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