mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
379 lines
8.9 KiB
Ruby
379 lines
8.9 KiB
Ruby
class Thread
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def Thread.exclusive
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_old = Thread.critical
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begin
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Thread.critical = true
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return yield
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ensure
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Thread.critical = _old
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end
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end
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end
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def getPlayMusic
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return MiniRegistry.get(MiniRegistry::HKEY_CURRENT_USER,
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"SOFTWARE\\Enterbrain\\RGSS","PlayMusic",true)
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end
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def getPlaySound
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return MiniRegistry.get(MiniRegistry::HKEY_CURRENT_USER,
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"SOFTWARE\\Enterbrain\\RGSS","PlaySound",true)
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end
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class AudioContext
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attr_reader :context
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def initialize
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init = Win32API.new("audio.dll", "AudioContextInitialize", '', 'l')
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@context=init.call()
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end
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def dispose
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if @context!=0
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init = Win32API.new("audio.dll", "AudioContextFree", 'l', '')
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init.call(context)
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@context=0
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end
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end
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end
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#####################################
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# Needed because RGSS doesn't call at_exit procs on exit
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# Exit is not called when game is reset (using F12)
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$AtExitProcs=[] if !$AtExitProcs
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def exit(code=0)
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for p in $AtExitProcs
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p.call
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end
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raise SystemExit.new(code)
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end
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def at_exit(&block)
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$AtExitProcs.push(Proc.new(&block))
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end
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#####################################
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# Works around a problem with FileTest.exist
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# if directory contains accent marks
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if !defined?(safeExists?)
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def safeExists?(f)
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ret=false
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File.open(f,"rb") { ret=true } rescue nil
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return ret
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end
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end
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module AudioState
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w32_LL = Win32API.new("kernel32.dll", "LoadLibrary", 'p', 'l') # :nodoc:
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w32_FL = Win32API.new("kernel32.dll", "FreeLibrary", 'p', 'l')# :nodoc:
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if safeExists?("audio.dll")
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@handle = w32_LL.call("audio.dll")
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at_exit { w32_FL.call(@handle) }
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AudioContextIsActive = Win32API.new("audio.dll","AudioContextIsActive","l","l")# :nodoc:
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AudioContextPlay = Win32API.new("audio.dll","AudioContextPlay","lpllll","")# :nodoc:
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AudioContextStop = Win32API.new("audio.dll","AudioContextStop","l","")# :nodoc:
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AudioContextFadeOut = Win32API.new("audio.dll","AudioContextFadeOut","ll","")# :nodoc:
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AudioContextGetPosition = Win32API.new("audio.dll","AudioContextGetPosition","l","l")# :nodoc:
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AudioContextFadeIn = Win32API.new("audio.dll","AudioContextFadeIn","ll","")# :nodoc:
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AudioContextSetVolume = Win32API.new("audio.dll","AudioContextSetVolume","ll","")# :nodoc:
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AudioContextSEPlay = Win32API.new("audio.dll","AudioContextSEPlay","lplll","")# :nodoc:
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if !@MEContext
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@MEContext=AudioContext.new
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at_exit { @MEContext.dispose }
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end
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if !@BGMContext
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@BGMContext=AudioContext.new
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at_exit { @BGMContext.dispose }
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end
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if !@BGSContext
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@BGSContext=AudioContext.new
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at_exit { @BGSContext.dispose }
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end
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if !@SEContext
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@SEContext=AudioContext.new
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at_exit { @SEContext.dispose }
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end
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else
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AudioContextIsActive = nil # :nodoc:
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AudioContextPlay = nil # :nodoc:
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AudioContextStop = nil # :nodoc:
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AudioContextFadeOut = nil # :nodoc:
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AudioContextGetPosition = nil # :nodoc:
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AudioContextFadeIn = nil # :nodoc:
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AudioContextSetVolume = nil # :nodoc:
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AudioContextSEPlay = nil # :nodoc:
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end
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@channel = nil
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@bgm = nil
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@name = ""
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@pitch = 100
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@bgmVolume = 100.0
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@meVolume = 100.0
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@bgsVolume = 100.0
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@seVolume = 100.0
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def self.setWaitingBGM(bgm,volume,pitch,position)
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@waitingBGM=[bgm,volume,pitch,position]
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end
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def self.bgmActive?
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return !@BGMContext ? false : (AudioContextIsActive.call(@BGMContext.context)!=0)
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end
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def self.meActive?
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return !@MEContext ? false : (AudioContextIsActive.call(@MEContext.context)!=0)
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end
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def self.waitingBGM; @waitingBGM; end
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def self.context; @BGMContext ? @BGMContext.context : nil; end
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def self.meContext; @MEContext ? @MEContext.context : nil; end
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def self.bgsContext; @BGSContext ? @BGSContext.context : nil; end
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def self.seContext; @SEContext ? @SEContext.context : nil; end
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def self.system; @system; end
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def self.bgm; @bgm; end
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def self.name; @name; end
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def self.pitch; @pitch; end
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def self.volume; @volume; end
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def self.waitingBGM=(value);
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Thread.exclusive { @waitingBGM=value; }
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end
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def self.volume=(value); @volume=value; end
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def self.bgm=(value); @bgm=value; end
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def self.name=(value); @name=value; end
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def self.pitch=(value); @pitch=value; end
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end
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def Audio_bgm_playing?
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AudioState.channel!=nil
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end
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def Audio_bgm_name
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AudioState.name
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end
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def Audio_bgm_pitch
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AudioState.pitch
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end
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def Audio_bgm_play(name, volume, pitch, position = 0)
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volume=0 if !getPlayMusic()
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begin
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filename = canonicalize(RTP.getAudioPath(name))
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if AudioState.meActive?
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AudioState.setWaitingBGM(filename,volume,pitch,position)
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return
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end
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AudioState::AudioContextPlay.call(AudioState.context,filename,volume,pitch,position,1)
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AudioState.name=filename
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AudioState.volume=volume
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AudioState.pitch=pitch
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rescue Hangup
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rescue
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p $!.message,$!.backtrace
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end
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end
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def Audio_bgm_fadein(ms)
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AudioState::AudioContextFadeIn.call(AudioState.context,ms.to_i)
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end
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def Audio_bgm_fade(ms)
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AudioState::AudioContextFadeOut.call(AudioState.context,ms.to_i)
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end
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def Audio_bgm_stop()
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begin
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AudioState::AudioContextStop.call(AudioState.context)
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AudioState.waitingBGM=nil
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AudioState.name = ""
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rescue
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p $!.message,$!.backtrace
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end
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end
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def Audio_bgm_get_position
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return AudioState::AudioContextGetPosition.call(AudioState.context)
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end
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def Audio_bgm_get_volume
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return 0 if !AudioState.bgmActive?
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return AudioState.volume
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end
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def Audio_bgm_set_volume(volume)
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return if !AudioState.bgmActive?
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AudioState.volume = volume * 1.0
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AudioState::AudioContextSetVolume.call(AudioState.context,volume.to_i)
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end
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def Audio_me_play(name, volume, pitch, position = 0)
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volume=0 if !getPlayMusic()
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begin
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filename = canonicalize(RTP.getAudioPath(name))
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if AudioState.bgmActive?
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bgmPosition=Audio_bgm_get_position
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AudioState.setWaitingBGM(
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AudioState.name,
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AudioState.volume,
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AudioState.pitch,
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bgmPosition
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)
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AudioState::AudioContextStop.call(AudioState.context)
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end
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AudioState::AudioContextPlay.call(AudioState.meContext,filename,
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volume,pitch,position,0)
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rescue
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p $!.message,$!.backtrace
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end
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end
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def Audio_me_fade(ms)
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AudioState::AudioContextFadeOut.call(AudioState.meContext,ms)
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end
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def Audio_me_stop()
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AudioState::AudioContextStop.call(AudioState.meContext)
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end
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def Audio_bgs_play(name, volume, pitch, position = 0)
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volume=0 if !getPlaySound()
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begin
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filename = canonicalize(RTP.getAudioPath(name))
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AudioState::AudioContextPlay.call(AudioState.bgsContext,filename,
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volume,pitch,position,0)
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rescue
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p $!.message,$!.backtrace
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end
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end
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def Audio_bgs_fade(ms)
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AudioState::AudioContextFadeOut.call(AudioState.bgsContext,ms)
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end
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def Audio_bgs_stop()
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AudioState::AudioContextStop.call(AudioState.bgsContext)
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end
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def Audio_se_play(name, volume, pitch, position = 0)
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volume=0 if !getPlaySound()
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begin
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filename = canonicalize(RTP.getAudioPath(name))
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AudioState::AudioContextSEPlay.call(AudioState.seContext,filename,
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volume,pitch,position)
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rescue
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p $!.message,$!.backtrace
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end
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end
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def Audio_se_stop()
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AudioState::AudioContextStop.call(AudioState.seContext)
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end
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####################################################
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if safeExists?("audio.dll")
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module Graphics
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if !defined?(audiomodule_update)
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class << self
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alias audiomodule_update update
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end
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end
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def self.update
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Audio.update
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audiomodule_update
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end
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end
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module Audio
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@@musicstate = nil
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@@soundstate = nil
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def self.update
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return if Graphics.frame_count%10!=0
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if AudioState.waitingBGM && !AudioState.meActive?
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waitbgm=AudioState.waitingBGM
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AudioState.waitingBGM=nil
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bgm_play(waitbgm[0],waitbgm[1],waitbgm[2],waitbgm[3])
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end
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end
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def self.bgm_play(name,volume=80,pitch=100,position=nil)
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begin
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if position==nil || position==0
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Audio_bgm_play(name,volume,pitch,0)
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else
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Audio_bgm_play(name,volume,pitch,position)
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Audio_bgm_fadein(500)
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end
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rescue Hangup
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bgm_play(name,volume,pitch,position)
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end
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end
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def self.bgm_fade(ms)
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Audio_bgm_fade(ms)
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end
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def self.bgm_stop
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Audio_bgm_stop()
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end
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def self.bgm_position
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return Audio_bgm_get_position
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end
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def self.me_play(name,volume=80,pitch=100)
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Audio_me_play(name,volume,pitch,0)
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end
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def self.me_fade(ms)
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Audio_me_fade(ms)
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end
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def self.me_stop
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Audio_me_stop()
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end
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def self.bgs_play(name,volume=80,pitch=100)
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Audio_bgs_play(name,volume,pitch,0)
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end
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def self.bgs_fade(ms)
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Audio_bgs_fade(ms)
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end
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def self.bgs_stop
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Audio_bgs_stop()
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end
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=begin
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def self.se_play(name,volume=80,pitch=100)
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Audio_se_play(name,volume,pitch,0)
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end
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def self.se_stop
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Audio_se_stop()
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end
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=end
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end
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end # safeExists?("audio.dll")
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