#==============================================================================
# ** FMOD Ex Audio
#------------------------------------------------------------------------------
# Script by : Hiretsukan (Kevin Gadd)
# [email protected]
# Modified by: : RPG/Cowlol (Firas Assad)
# ArePeeGee (AIM name)
# Last Update : September 23rd, 2008
# Version : 1.5
#------------------------------------------------------------------------------
# A rewrite of the built-in Audio module to extend its functionality
# using the FMOD Ex library (https://www.fmod.org/). In particular,
# it supports several new formats and has the ability to get current
# playing position and seek to a new one, and to set loop points.
# Extensions to Game_System and Scene_Battle makes the memorize BGM/BGS
# event command remember position as well, and map music to resume
# playing from the position it stopped at before a battle, instead
# of starting all over like default RMXP behavior.
#------------------------------------------------------------------------------
# Usage:
#
# You need to copy the file fmodex.dll to your game folder (folder where
# your Game.exe and project file are). I've provided the DLL with the
# demo, and you can also get the latest version from FMOD's official
# website (https://www.fmod.org/index.php/download).
#
# There are three scripts that could be used, the real script is only
# the first one, but the other scripts are provided for convenience:
#
# FModEx
# This includes the core functionality and the Audio module
# rewrite. It's the main script and should be placed on
# top of all scripts using it. Most people would just add a
# new section above the Game_System or Game_Temp section at
# the very top of the script editor and paste script there.
# Game_System
# This script rewrites parts of the Game_System class to
# allow memorize_bgm to support remembering position,
# and to allow the play methods to take an extra parameter
# specifying position to start playing from.
# Add it anywhere under the Game_System script section.
# If you don't need any of these features you don't need this
# script.
# Other Classes
# This is really an optional script that modifies the default
# battle system to memorize map BGM and position instead of
# starting over after the battle. Add it anywhere under
# the Scene_Battle classes.
#
# Aside from integration with RMXP's default scripts, you can use
# this script the same way you used the old Audio class You could also
# access the FMod module for more options at a lower level, such as
# setting loop points (FMod.bgm_set_loop_points(first, second) in
# milliseconds) and getting current BGS position (FMod.bgs_position) to
# name a few.
#------------------------------------------------------------------------------
# Compatibility:
#
# This script has different levels of compatibility depending on what
# scripts you use:
#
# FModEx
# This script overwrites the Audio module, but since
# few if any other scripts would do that, it's pretty
# much compatible with the majority of other scripts
# without modifications.
# Game_System
# The following methods of Game_System are redefined:
# bgm_play, bgm_restore, bgs_play, bgs_restore
# Any other script that redefines these methods may
# not work well with this one. Most scripts wouldn't
# do that, except ones dealing with audio as well.
# I've marked the areas in the script where I made
# changes to help you resolve any conflicts
# The following methods of Game_System are aliased:
# bgm_memorize, bgs_memorize
# Other scripts that redefine these methods should
# be placed above the Game_System script.
# Other Classes
# The following methods of Scene_Battle are redefined:
# judge, start_phase5, update_phase5
# Any other script that redefines these methods may
# not work well with this one. Custom battle system
# scripts may do that, so you might consider not
# including the Other Classes section and just
# manually add position memorizing functionality.
# I've marked the areas in the script where I made
# changes to help you resolve any conflicts
# The following methods of Game_Temp/Scene_Map are aliased:
# Game_Temp#initialize, Scene_Map #call_battle
# Other scripts that redefine these methods should
# be placed above the Other Classes script.
#
# So in other words, FModEx is the most compatible, followed by
# Game_System, and finally the last and optional Other Classes.
# If you use a custom battle system you probably shouldn't include
# Other Classes anyway. This isn't an SDK script and I never tested
# it with the SDK. It'll probably work, but refer to SDK documentation
# for more information.
#------------------------------------------------------------------------------
# Version Info:
# - Version 1.5:
# - Made the Volume and Pitch paramters to Audio ME/SE playing
# methods optional. (Thanks panchokoster!)
# - Script now uses FMOD's software mixer instead of hardware
# acceleration. This solves issues with certain sound cards.
# - A message is now displayed when a file isn't found, instead
# of just throwing the error number.
# - Added an independent thread to handle updating Audio module,
# instead of calling it in $game_system#update. This should
# ensure that it's called in all scenes. (Thanks Zeriab!)
# - Updated fading calculations to depend on seconds instead
# of game frames.
# - Version 1.4:
# - Fixed a bug where file isn't found if RTP path doesn't end
# with a backslash (thanks Atoa!).
# - Added BGM fading in after a ME is done playing to mimic
# original Audio class behavior, the volume increment when
# fading is specified by constant Audio::BGM_FADE_IN_INCREMENT.
# - Several minor bug fixes and minor behavior changes relating
# to fading out and stopping sounds.
# - Version 1.3:
# - Fixed a bug with ME fading out.
# - Added methods to get BGM and BGS length.
# - Providing -1 as loop end point to set_loop_points methods
# makes the sound file's end the loop end point.
# - Changed implementation of set_loop_points a bit.
# - Position of BGM/BGS to be played after fading is now
# remembered instead of starting all over.
# - Version 1.2:
# - Fully documented the script, and fixed some bugs.
# - Completely rewrote Audio module, allowing FMOD to handle
# BGMs, BGSs, MEs, and SEs except of just BGMs.
# - Fixed RTP reading to use registry instead of special files..
# - Version 1.1:
# - Added position tracking and adjusting.
# - Added loop point support.
# - Implemented BGM fading.
# - Version 1.0:
# - Hiretsukan (Kevin Gadd)'s initial release.
#------------------------------------------------------------------------------
# Known bugs:
#
# - MIDI abrupt start when seeking or restoring from position
# - Found a bug or have some ideas for the next version? Please tell me!
#------------------------------------------------------------------------------
# Terms of Use:
#
# Use of this script is subject to the permissive BSD-like license below.
# That basically means you could use it in any way you like as long
# as you keep the following copyright and license unchanged and available,
# and don't use name of copyright holder to promote products based on
# this software. Note, however, that this license only applies to the
# script, and not to the FMOD library. For more information about FMOD
# licenses consult FMOD website: https://www.fmod.org/index.php/sales
# It's free for non-commercial use, and they provide several types
# of licenses for different types of developers.
#
# Copyright (c) 2005, Kevin Gadd
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * The name of the contributors may not be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY Kevin Gadd ''AS IS'' AND ANY
# EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL Kevin Gadd BE LIABLE FOR ANY
# DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
# (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#==============================================================================
#==============================================================================
# ** FModEx
#------------------------------------------------------------------------------
# FMOD Ex binding by Kevin Gadd ([email protected])
#==============================================================================
module FModEx
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
# FMOD_INITFLAGS flags
FMOD_INIT_NORMAL = 0
# FMOD_RESULT flags
FMOD_OK = 0
FMOD_ERR_CHANNEL_STOLEN = 11
FMOD_ERR_FILE_NOT_FOUND = 23
FMOD_ERR_INVALID_HANDLE = 36
# FMOD_MODE flags
FMOD_DEFAULT = 0
FMOD_LOOP_OFF = 1
FMOD_LOOP_NORMAL = 2
FMOD_LOOP_BIDI = 4
FMOD_LOOP_BITMASK = 7
FMOD_2D = 8
FMOD_3D = 16
FMOD_HARDWARE = 32
FMOD_SOFTWARE = 64
FMOD_CREATESTREAM = 128
FMOD_CREATESAMPLE = 256
FMOD_OPENUSER = 512
FMOD_OPENMEMORY = 1024
FMOD_OPENRAW = 2048
FMOD_OPENONLY = 4096
FMOD_ACCURATETIME = 8192
FMOD_MPEGSEARCH = 16384
FMOD_NONBLOCKING = 32768
FMOD_UNIQUE = 65536
# The default mode that the script uses
FMOD_DEFAULT_SOFTWARWE = FMOD_LOOP_OFF | FMOD_2D | FMOD_SOFTWARE
# FMOD_CHANNELINDEX flags
FMOD_CHANNEL_FREE = -1
FMOD_CHANNEL_REUSE = -2
# FMOD_TIMEUNIT_flags
FMOD_TIMEUNIT_MS = 1
FMOD_TIMEUNIT_PCM = 2
# The default time unit the script uses
FMOD_DEFAULT_UNIT = FMOD_TIMEUNIT_MS
# Types supported by FMOD Ex
FMOD_FILE_TYPES = ['ogg', 'aac', 'wma', 'mp3', 'wav', 'it', 'xm', 'mod', 's3m', 'mid', 'midi']
#============================================================================
# ** DLL
#----------------------------------------------------------------------------
# A class that manages importing functions from the DLL
#============================================================================
class DLL
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :filename # DLL file name for instance
attr_accessor :functions # hash of functions imported (by name)
#--------------------------------------------------------------------------
# * Object Initialization
# filename : Name of the DLL
#--------------------------------------------------------------------------
def initialize(filename = 'fmodex.dll')
@filename = filename
@functions = {}
@handle = 0 # Handle to the DLL
# Load specified library into the address space of game process
w32_LL = Win32API.new('kernel32.dll', 'LoadLibrary', 'p', 'l')
@handle = w32_LL.call(filename)
# System functions:
self.import('System_Create', 'p')
self.import('System_Init', 'llll')
self.import('System_Close', 'l')
self.import('System_Release', 'l')
self.import('System_CreateSound', 'lpllp')
self.import('System_CreateStream', 'lpllp')
self.import('System_PlaySound', 'llllp')
# Sound functions:
self.import('Sound_Release', 'l')
self.import('Sound_GetMode', 'lp')
self.import('Sound_SetMode', 'll')
self.import('Sound_SetLoopPoints', 'lllll')
self.import('Sound_GetLength', 'lpl')
# Channel functions:
self.import('Channel_Stop', 'l')
self.import('Channel_IsPlaying', 'lp')
self.import('Channel_GetPaused', 'lp')
self.import('Channel_SetPaused', 'll')
self.import('Channel_GetVolume', 'lp')
self.import('Channel_SetVolume', 'll')
self.import('Channel_GetPan', 'lp')
self.import('Channel_SetPan', 'll')
self.import('Channel_GetFrequency', 'lp')
self.import('Channel_SetFrequency', 'll')
self.import('Channel_GetPosition', 'lpl')
self.import('Channel_SetPosition', 'lll')
end
#--------------------------------------------------------------------------
# * Create a Win32API Object And Add it to Hashtable
# name : Function name
# args : Argument types (p = pointer, l = int, v = void)
# returnType: Type of value returned by function
#--------------------------------------------------------------------------
def import(name, args = '', returnType = 'l')
@functions[name] = Win32API.new(@filename, 'FMOD_' + name, args, returnType)
end
#--------------------------------------------------------------------------
# * Get Function by Name
# key : Function name
#--------------------------------------------------------------------------
def [](key)
return @functions[key]
end
#--------------------------------------------------------------------------
# * Call a Function With Passed Arguments
# name : Function name
# args : Argument to function
#--------------------------------------------------------------------------
def invoke(name, *args)
fn = @functions[name]
raise "function not imported: #{name}" if fn.nil?
result = fn.call(*args)
unless result == FMOD_OK or result == FMOD_ERR_CHANNEL_STOLEN or
result == FMOD_ERR_FILE_NOT_FOUND
raise "FMOD Ex returned error #{result}"
end
return result
end
#--------------------------------------------------------------------------
# * Store Float as Binary Int Because Floats Can't be Passed Directly
# f : Float to convert
#--------------------------------------------------------------------------
def convertFloat(f)
# First pack the float in a string as a native binary float
temp = [f].pack('f')
# Then unpack the native binary float as an integer
return unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Unpack Binary Data to Integer
# s : String containing binary data
#--------------------------------------------------------------------------
def unpackInt(s)
return s.unpack('l')[0]
end
#--------------------------------------------------------------------------
# * Unpack Binary Data to Float
# s : String containing binary data
#--------------------------------------------------------------------------
def unpackFloat(s)
return s.unpack('f')[0]
end
#--------------------------------------------------------------------------
# * Unpack Binary Data to Boolean
# s : String containing binary data
#--------------------------------------------------------------------------
def unpackBool(s)
return s.unpack('l')[0] != 0
end
end
#============================================================================
# ** System
#----------------------------------------------------------------------------
# A class that manages an instance of FMOD::System
#============================================================================
class System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :fmod # Instance of DLL class (fmodex.dll)
attr_accessor :handle # Handle (pointer) to System object
attr_accessor :maxChannels # Maximum number of channels
#--------------------------------------------------------------------------
# * Object Initialization
# fmod : An instance of DLL class
# maxChannels : Maximum number of used channels
# flags : FMOD_INITFLAGS
# extraDriverData : Driver specific data
#--------------------------------------------------------------------------
def initialize(theDLL, maxChannels = 32, flags = FMOD_INIT_NORMAL, extraDriverData = 0)
@fmod = theDLL
@maxChannels = maxChannels
# Create and initialize FMOD::System
temp = 0.chr * 4
@fmod.invoke('System_Create', temp)
@handle = @fmod.unpackInt(temp)
@fmod.invoke('System_Init', @handle, maxChannels, flags, extraDriverData)
end
#--------------------------------------------------------------------------
# * Create FMOD::Sound (fully loaded into memory by default)
# filename : Name of file to open
# mode : FMOD_MODE flags
#--------------------------------------------------------------------------
def createSound(filename, mode = FMOD_DEFAULT_SOFTWARWE)
# Create sound and return it
temp = 0.chr * 4
result = @fmod.invoke('System_CreateSound', @handle, filename, mode, 0, temp)
raise "File not found: \"#{filename}\"" if result == FMOD_ERR_FILE_NOT_FOUND
newSound = Sound.new(self, @fmod.unpackInt(temp))
return newSound
end
#--------------------------------------------------------------------------
# * Create Streamed FMOD::Sound (chunks loaded on demand)
# filename : Name of file to open
# mode : FMOD_MODE flags
#--------------------------------------------------------------------------
def createStream(filename, mode = FMOD_DEFAULT_SOFTWARWE)
# Create sound and return it
temp = 0.chr * 4
result = @fmod.invoke('System_CreateStream', @handle, filename, mode, 0, temp)
raise "File not found: \"#{filename}\"" if result == FMOD_ERR_FILE_NOT_FOUND
newSound = Sound.new(self, @fmod.unpackInt(temp))
return newSound
end
#--------------------------------------------------------------------------
# * Close And Release System
#--------------------------------------------------------------------------
def dispose
if (@handle > 0)
@fmod.invoke('System_Close', @handle)
@fmod.invoke('System_Release', @handle)
@handle = 0
end
@fmod = nil
end
end
#============================================================================
# ** Sound
#----------------------------------------------------------------------------
# A class that manages an instance of FMOD::Sound
#============================================================================
class Sound
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :system # System that created this Sound
attr_accessor :fmod # Instance of DLL class (fmodex.dll)
attr_accessor :handle # Handle (pointer) to Sound object
#--------------------------------------------------------------------------
# * Object Initialization
# theSystem : The System that created this Sound object
# handle : Handle to the FMOD::Sound object
#--------------------------------------------------------------------------
def initialize(theSystem, theHandle)
@system = theSystem
@fmod = theSystem.fmod
@handle = theHandle
end
#--------------------------------------------------------------------------
# * Play Sound
# paused : Start paused?
# channel : Channel allocated to sound (nil for automatic)
#--------------------------------------------------------------------------
def play(paused = false, channel = nil)
# If channel wasn't specified, let FMOD pick a free one,
# otherwise use the passed channel (id from 0 to maxChannels)
unless channel
temp = 0.chr * 4
else
temp = [channel].pack('l')
end
@fmod.invoke('System_PlaySound', @system.handle,
(channel == nil) ? FMOD_CHANNEL_FREE : FMOD_CHANNEL_REUSE,
@handle,
(paused == true) ? 1 : 0,
temp)
theChannel = @fmod.unpackInt(temp)
# Create a Channel object based on returned channel
newChannel = Channel.new(self, theChannel)
return newChannel
end
#--------------------------------------------------------------------------
# * Get FMOD_MODE Bits
#--------------------------------------------------------------------------
def mode
temp = 0.chr * 4
@fmod.invoke('Sound_GetMode', @handle, temp)
return @fmod.unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Set FMOD_MODE Bits
#--------------------------------------------------------------------------
def mode=(newMode)
@fmod.invoke('Sound_SetMode', @handle, newMode)
end
#--------------------------------------------------------------------------
# * Get FMOD_LOOP_MODE
#--------------------------------------------------------------------------
def loopMode
temp = 0.chr * 4
@fmod.invoke('Sound_GetMode', @handle, temp)
return @fmod.unpackInt(temp) & FMOD_LOOP_BITMASK
end
#--------------------------------------------------------------------------
# * Set FMOD_LOOP_MODE
#--------------------------------------------------------------------------
def loopMode=(newMode)
@fmod.invoke('Sound_SetMode', @handle, (self.mode & ~FMOD_LOOP_BITMASK) | newMode)
end
#--------------------------------------------------------------------------
# * Return Sound Length
#--------------------------------------------------------------------------
def length(unit = FMOD_DEFAULT_UNIT)
temp = 0.chr * 4
@fmod.invoke('Sound_GetLength', @handle, temp, unit)
return @fmod.unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def setLoopPoints(first, second, unit = FMOD_DEFAULT_UNIT)
@fmod.invoke('Sound_SetLoopPoints', @handle, first, unit, second, unit)
end
#--------------------------------------------------------------------------
# * Release Sound
#--------------------------------------------------------------------------
def dispose
if (@handle > 0)
@fmod.invoke('Sound_Release', @handle)
@handle = 0
end
@fmod = nil
@system = nil
end
end
#============================================================================
# ** Channel
#----------------------------------------------------------------------------
# A class that represents an FMOD::Channel
#============================================================================
class Channel
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :system # System that created the Sound
attr_accessor :sound # Sound using the Channel
attr_accessor :fmod # Instance of DLL class (fmodex.dll)
attr_accessor :handle # Handle (pointer) to Sound object
#--------------------------------------------------------------------------
# * Object Initialization
# theSound : The Sound using this Channel object
# handle : Handle to the FMOD::Channel object
#--------------------------------------------------------------------------
def initialize(theSound, theHandle)
@sound = theSound
@system = theSound.system
@fmod = theSound.system.fmod
@handle = theHandle
end
#--------------------------------------------------------------------------
# * Stop Channel and Make it Available for Other Sounds
#--------------------------------------------------------------------------
def stop
@fmod.invoke('Channel_Stop', @handle)
end
#--------------------------------------------------------------------------
# * Is the Channel Handle Valid?
#--------------------------------------------------------------------------
def valid?
temp = 0.chr * 4
begin
result = @fmod.invoke('Channel_IsPlaying', @handle, temp)
rescue
if (result == FMOD_ERR_INVALID_HANDLE)
return false
else
raise
end
end
# If we get here then it's valid
return true
end
#--------------------------------------------------------------------------
# * Is the Channel Playing?
#--------------------------------------------------------------------------
def playing?
temp = 0.chr * 4
@fmod.invoke('Channel_IsPlaying', @handle, temp)
return @fmod.unpackBool(temp)
end
#--------------------------------------------------------------------------
# * Get Channel Volume Level (0.0 -> 1.0)
#--------------------------------------------------------------------------
def volume
temp = 0.chr * 4
@fmod.invoke('Channel_GetVolume', @handle, temp)
return @fmod.unpackFloat(temp)
end
#--------------------------------------------------------------------------
# * Set Channel Volume Level (0.0 -> 1.0)
#--------------------------------------------------------------------------
def volume=(newVolume)
@fmod.invoke('Channel_SetVolume', @handle, @fmod.convertFloat(newVolume))
end
#--------------------------------------------------------------------------
# * Get Channel Pan Position (-1.0 -> 1.0)
#--------------------------------------------------------------------------
def pan
temp = 0.chr * 4
@fmod.invoke('Channel_GetPan', @handle, temp)
return @fmod.unpackFloat(temp)
end
#--------------------------------------------------------------------------
# * Set Channel Pan Position (-1.0 -> 1.0)
#--------------------------------------------------------------------------
def pan=(newPan)
@fmod.invoke('Channel_SetPan', @handle, @fmod.convertFloat(newPan))
end
#--------------------------------------------------------------------------
# * Get Channel Frequency in HZ (Speed/Pitch)
#--------------------------------------------------------------------------
def frequency
temp = 0.chr * 4
@fmod.invoke('Channel_GetFrequency', @handle, temp)
return @fmod.unpackFloat(temp)
end
#--------------------------------------------------------------------------
# * Set Channel Frequency in HZ (Speed/Pitch)
#--------------------------------------------------------------------------
def frequency=(newFrequency)
@fmod.invoke('Channel_SetFrequency', @handle, @fmod.convertFloat(newFrequency))
end
#--------------------------------------------------------------------------
# * Is Channel Paused?
#--------------------------------------------------------------------------
def paused
temp = 0.chr * 4
@fmod.invoke('Channel_GetPaused', @handle, temp)
return @fmod.unpackBool(temp)
end
#--------------------------------------------------------------------------
# * Pause Channel
#--------------------------------------------------------------------------
def paused=(newPaused)
@fmod.invoke('Channel_SetPaused', @handle, (newPaused == true) ? 1 : 0)
end
#--------------------------------------------------------------------------
# * Get Current Playback Position
# unit : FMOD_TIMEUNIT to return position in
#--------------------------------------------------------------------------
def position(unit = FMOD_DEFAULT_UNIT)
temp = 0.chr * 4
@fmod.invoke('Channel_GetPosition', @handle, temp, unit)
return @fmod.unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Set Current Playback Position
# newPosition : New playback position
# unit : FMOD_TIMEUNIT to use when setting position
#--------------------------------------------------------------------------
def position=(newPosition, unit = FMOD_DEFAULT_UNIT)
@fmod.invoke('Channel_SetPosition', @handle, newPosition, unit)
end
#--------------------------------------------------------------------------
# * Dispose of Channel
#--------------------------------------------------------------------------
def dispose
@handle = 0
@sound = nil
@system = nil
@fmod = nil
end
end
end
#==============================================================================
# ** FMod
#------------------------------------------------------------------------------
# A higher level module to access FMOD Ex
#==============================================================================
module FMod
#============================================================================
# ** SoundFile
#----------------------------------------------------------------------------
# Represents a Sound file (BGM, BGS, SE, etc.) and associated Channel
#============================================================================
class SoundFile
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :name # File name
attr_accessor :sound # FModEx::Sound object
attr_accessor :channel # Channel playing sound
attr_accessor :volume # Volume in RPG::AudioFile format
attr_accessor :pitch # Pitch in RPG::AudioFile format
attr_accessor :looping # Sound loops
attr_accessor :streaming # Sound is streamed
attr_accessor :length # Sound length in milliseconds
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(name, sound, channel, volume, pitch, looping, streaming, length)
@name = name
@sound = sound
@channel = channel
@volume = volume
@pitch = pitch
@looping = looping
@streaming = streaming
@length = length
end
end
#--------------------------------------------------------------------------
# * Instance Variables
#--------------------------------------------------------------------------
@fmod_dll = FModEx::DLL.new # The FMOD Ex DLL
@fmod = FModEx::System.new(@fmod_dll) # The global System object
@fmod_se = [] # Array of Sound Effects
@rtp_folder = nil # Name of RTP folder
#--------------------------------------------------------------------------
# * Get Path of RTP Folder From Registry
#--------------------------------------------------------------------------
def self.getRTPFolder
if @rtp_folder
return @rtp_folder
end
open_key = Win32API.new('advapi32.dll', 'RegOpenKeyExA', 'LPLLP', 'L')
query_value = Win32API.new('advapi32.dll', 'RegQueryValueExA', 'LPLPPP', 'L')
close_key = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
key = 0.chr * 4
# Open a HKEY_LOCAL_MACHINE with KEY_READ attribute and save handle in key
open_key.call(0x80000002, 'Software\Enterbrain\RGSS\RTP', 0, 0x20019, key)
key = @fmod_dll.unpackInt(key)
type = 0.chr * 4
size = 0.chr * 4
# Query to get string size
query_value.call(key, 'Standard', 0, type, 0, size)
data = ' ' * @fmod_dll.unpackInt(size)
# Query the string value itself using size
query_value.call(key, 'Standard', 0, type, data, size)
@rtp_folder = data.chop
close_key.call(key)
# Make sure the directory ends with a backslash
@rtp_folder += "\\" if @rtp_folder[-1].chr != "\\"
return @rtp_folder
end
#--------------------------------------------------------------------------
# * Return Proper File Name (With Extensions)
# name : Name of the file
# extensions : Extensions to add to file name
#--------------------------------------------------------------------------
def self.checkExtensions(name, extensions)
if FileTest.exist?(name)
return name
end
# Add extension if needed
extensions.each do |ext|
if FileTest.exist?(name + '.' + ext)
return name + '.' + ext
end
end
# File doesn't exist
return name
end
#--------------------------------------------------------------------------
# * Get Valid File Name
# name : Name of the file
#--------------------------------------------------------------------------
def self.selectBGMFilename(name)
name = name.gsub("/", "\\")
# See if file exists in game folder
localname = self.checkExtensions(name, FModEx::FMOD_FILE_TYPES)
# See if file exists in RTP
commonname = self.checkExtensions(getRTPFolder + name, FModEx::FMOD_FILE_TYPES)
if FileTest.exist?(localname)
return localname
end
if FileTest.exist?(commonname)
return commonname
end
# An invalid name was provided
return name
end
#--------------------------------------------------------------------------
# * Play a Sound File Then Return it
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the sound loop?
# streaming : Stream sound or load whole thing to memory?
#--------------------------------------------------------------------------
def self.play(name, volume, pitch, position, looping, streaming)
# Get a valid file name
filename = self.selectBGMFilename(name)
# Create Sound or Stream and set initial values
sound = streaming ? @fmod.createStream(filename) : @fmod.createSound(filename)
sound.loopMode = looping ? FModEx::FMOD_LOOP_NORMAL : FModEx::FMOD_LOOP_OFF
channel = sound.play
volume = volume * 1.0
pitch = pitch * 1.0
file_length = sound.length(FModEx::FMOD_DEFAULT_UNIT)
sound_file = SoundFile.new(filename, sound, channel, volume,
pitch, looping, streaming, file_length)
sound_file.channel.volume = volume / 100.0
sound_file.channel.frequency = sound_file.channel.frequency * pitch / 100
sound_file.channel.position = position
return sound_file
end
#--------------------------------------------------------------------------
# * Stop and Dispose of Sound File
#--------------------------------------------------------------------------
def self.stop(sound_file)
unless sound_file and sound_file.channel
return
end
# Stop channel, then clear variables and dispose of bgm
sound_file.channel.stop
sound_file.channel = nil
sound_file.sound.dispose
end
#--------------------------------------------------------------------------
# * Return Length in Milliseconds
#--------------------------------------------------------------------------
def self.get_length(sound_file, unit = FModEx::FMOD_DEFAULT_UNIT)
return sound_file.length(unit)
end
#--------------------------------------------------------------------------
# * Check if Another Sound File is Playing
#--------------------------------------------------------------------------
def self.already_playing?(sound_file, name, position = 0)
# Get a valid file name
filename = self.selectBGMFilename(name)
if (sound_file)
# If the same sound file is already playing don't play it again
if (sound_file.name == filename and position == 0)
return true
end
# If another sound file is playing, stop it
if sound_file.channel
self.stop(sound_file)
end
end
# No sound file is playing or it was already stopped
return false
end
#--------------------------------------------------------------------------
# * Check if Sound File is Playing
#--------------------------------------------------------------------------
def self.playing?(sound_file)
unless sound_file and sound_file.channel
return false
end
return sound_file.channel.playing?
end
#--------------------------------------------------------------------------
# * Get Current Sound File Playing Position
#--------------------------------------------------------------------------
def self.get_position(sound_file)
unless sound_file and sound_file.channel
return 0
end
return sound_file.channel.position
end
#--------------------------------------------------------------------------
# * Seek to a New Sound File Playing Position
#--------------------------------------------------------------------------
def self.set_position(sound_file, new_pos)
unless sound_file and sound_file.channel
return
end
sound_file.channel.position = new_pos
end
#--------------------------------------------------------------------------
# * Get Current Sound File Volume
#--------------------------------------------------------------------------
def self.get_volume(sound_file)
unless sound_file
return 0
end
return sound_file.volume
end
#--------------------------------------------------------------------------
# * Set Sound File Volume
#--------------------------------------------------------------------------
def self.set_volume(sound_file, volume)
unless sound_file and sound_file.channel
return
end
sound_file.volume = volume * 1.0
sound_file.channel.volume = volume / 100.0
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds (-1 for file end)
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def self.set_loop_points(sound_file, first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
unless sound_file and sound_file.channel
return
end
# If second is -1 then set loop end to the file end
if second == -1
second = sound_file.length - 1
end
# Set loop points and reflush stream buffer
sound_file.channel.sound.setLoopPoints(first, second, unit)
sound_file.channel.position = sound_file.channel.position
return sound_file
end
#--------------------------------------------------------------------------
# * Play BGM (or ME)
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the BGM loop?
#--------------------------------------------------------------------------
def self.bgm_play(name, volume, pitch, position = 0, looping = true)
return if self.already_playing?(@fmod_bgm, name, position)
# Now play the new BGM as a stream
@fmod_bgm = self.play(name, volume, pitch, position, looping, true)
end
#--------------------------------------------------------------------------
# * Stop and Dispose of BGM
#--------------------------------------------------------------------------
def self.bgm_stop
self.stop(@fmod_bgm)
@fmod_bgm = nil
end
#--------------------------------------------------------------------------
# * Return BGM Length in Milliseconds
#--------------------------------------------------------------------------
def self.bgm_length(sound_file)
self.get_length(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Check if a BGM is Playing
#--------------------------------------------------------------------------
def self.bgm_playing?
return self.playing?(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Get Current BGM Playing Position
#--------------------------------------------------------------------------
def self.bgm_position
return self.get_position(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Seek to New BGM Playing Position
#--------------------------------------------------------------------------
def self.bgm_position=(new_pos)
self.set_position(@fmod_bgm, new_pos)
end
#--------------------------------------------------------------------------
# * Get Current BGM Volume
#--------------------------------------------------------------------------
def self.bgm_volume
return self.get_volume(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Set BGM Volume
#--------------------------------------------------------------------------
def self.bgm_volume=(volume)
self.set_volume(@fmod_bgm, volume)
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def self.bgm_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
@fmod_bgm = self.set_loop_points(@fmod_bgm, first, second, unit)
end
#--------------------------------------------------------------------------
# * Play BGS
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the BGS loop?
#--------------------------------------------------------------------------
def self.bgs_play(name, volume, pitch, position = 0, looping = true)
return if self.already_playing?(@fmod_bgs, name, position)
# Now play the new BGS as a stream
@fmod_bgs = self.play(name, volume, pitch, position, looping, true)
end
#--------------------------------------------------------------------------
# * Stop and Dispose of BGS
#--------------------------------------------------------------------------
def self.bgs_stop
self.stop(@fmod_bgs)
@fmod_bgs = nil
end
#--------------------------------------------------------------------------
# * Return BGS Length in Milliseconds
#--------------------------------------------------------------------------
def self.bgm_length(sound_file)
self.get_length(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Check if a BGS is Playing
#--------------------------------------------------------------------------
def self.bgs_playing?
return self.playing?(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Get Current BGS Playing Position
#--------------------------------------------------------------------------
def self.bgs_position
return self.get_position(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Seek to New BGS Playing Position
#--------------------------------------------------------------------------
def self.bgs_position=(new_pos)
self.set_position(@fmod_bgs, new_pos)
end
#--------------------------------------------------------------------------
# * Get Current BGS Volume
#--------------------------------------------------------------------------
def self.bgs_volume
return self.get_volume(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Set BGS Volume
#--------------------------------------------------------------------------
def self.bgs_volume=(volume)
self.set_volume(@fmod_bgs, volume)
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def self.bgs_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
@fmod_bgs = self.set_loop_points(@fmod_bgs, first, second, unit)
end
#--------------------------------------------------------------------------
# * Play SE
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
#--------------------------------------------------------------------------
def self.se_play(name, volume, pitch)
if @fmod_se.size > @fmod.maxChannels
se = @fmod_se.shift
self.stop(se)
end
# Load SE into memory and play it
@fmod_se << self.play(name, volume, pitch, 0, false, false)
end
#--------------------------------------------------------------------------
# * Stop and Dispose of all SEs
#--------------------------------------------------------------------------
def self.se_stop
for se in @fmod_se
self.stop(se)
end
@fmod_se.clear
end
#--------------------------------------------------------------------------
# * Get Rid of Non-Playing SEs
#--------------------------------------------------------------------------
def self.se_clean
for se in @fmod_se
unless self.playing?(se)
self.stop(se)
@fmod_se.delete(se)
end
end
end
#--------------------------------------------------------------------------
# * Check if There's Some SE in SE Array
#--------------------------------------------------------------------------
def self.se_list_empty?
return @fmod_se.empty?
end
#--------------------------------------------------------------------------
# * Dispose of Everything
#--------------------------------------------------------------------------
def self.dispose
self.bgm_stop
self.bgs_stop
self.se_stop
@fmod.dispose
end
end
#==============================================================================
# ** Audio
#------------------------------------------------------------------------------
# The module that carries out music and sound processing.
#==============================================================================
module Audio
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
BGM_FADE_IN_INCREMENT = 5 # BGM volume incremented 0.2 seconds
#--------------------------------------------------------------------------
# * Instance Variables
#--------------------------------------------------------------------------
@bgm_fading_out = false # BGM started fading out
@bgm_fade_decrement = 0.0 # BGM volume decremented each update
@bgs_fading_out = false # BGS started fading out
@bgs_fade_decrement = 0.0 # BGS volume decremented each update
@me_fading_out = false # ME started fading out
@me_fade_decrement = 0.0 # ME volume decremented each update
@me_playing = false # Is some ME playing?
@playing_bgm = nil # BGM currently being played
@next_bgm = nil # The BGM to be played after fading out
@next_bgm_position = 0 # Starting position of next bgm
@next_bgs = nil # The BGS to be played after fading out
@next_bgs_position = 0 # Starting position of next bgm
@next_me = nil # The ME to be played after fading
#--------------------------------------------------------------------------
# * Starts BGM Playback
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
#--------------------------------------------------------------------------
def Audio.bgm_play(filename, volume = 100, pitch = 100, position = 0,
fade_in = false)
if @bgm_fading_out and !fade_in
@next_bgm = RPG::AudioFile.new(filename, volume, pitch)
@next_bgm_position = position
return
end
start_volume = volume
if fade_in
@bgm_target_volume = volume unless @bgm_fading_in
@bgm_fading_in = true
start_volume = 0
end
@bgm_fading_out = false
# If a ME is playing we wait until it's over before playing BGM
unless @me_playing
FMod::bgm_play(filename, start_volume, pitch, position)
end
@playing_bgm = RPG::AudioFile.new(filename, volume, pitch)
@memorized_bgm = @playing_bgm
@memorized_bgm_position = position
end
#--------------------------------------------------------------------------
# * Stops BGM Playback
#--------------------------------------------------------------------------
def Audio.bgm_stop
@memorized_bgm = nil
@playing_bgm = nil
@bgm_fading_in = false
@bgm_fading_out = false
# MEs are internally BGMs, but are stopped with me_stop instead
if @me_playing
return
end
FMod::bgm_stop
end
#--------------------------------------------------------------------------
# * Starts BGM fadeout.
# time : Length of the fadeout in milliseconds.
#--------------------------------------------------------------------------
def Audio.bgm_fade(time)
return if @me_playing or !FMod::bgm_playing?
@bgm_fading_out = true
time = time / 1000
@bgm_fade_decrement = FMod::bgm_volume / (time * 5)
end
#--------------------------------------------------------------------------
# * Starts BGS Playback
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
#--------------------------------------------------------------------------
def Audio.bgs_play(filename, volume = 100, pitch = 100, position = 0)
if @bgs_fading_out
@next_bgs = RPG::AudioFile.new(filename, volume, pitch)
@next_bgs_position = position
return
end
FMod::bgs_play(filename, volume, pitch, position)
end
#--------------------------------------------------------------------------
# * Stops BGS Playback
#--------------------------------------------------------------------------
def Audio.bgs_stop
FMod::bgs_stop
@bgs_fading_out = false
end
#--------------------------------------------------------------------------
# * Starts BGS fadeout.
# time : Length of the fadeout in milliseconds.
#--------------------------------------------------------------------------
def Audio.bgs_fade(time)
return unless FMod::bgs_playing?
@bgs_fading_out = true
time = time / 1000
@bgs_fade_decrement = FMod::bgs_volume / (time * 5)
end
#--------------------------------------------------------------------------
# * Starts ME Playback
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
#--------------------------------------------------------------------------
def Audio.me_play(filename, volume = 100, pitch = 100)
if @me_fading_out
@next_me = RPG::AudioFile.new(filename, volume, pitch)
return
end
if @bgm_fading_out
self.bgm_stop
end
# Memorize playing bgm
if @playing_bgm and !@me_playing
bgm = @playing_bgm
@playing_bgm = RPG::AudioFile.new(bgm.name, FMod::bgm_volume, bgm.pitch)
@memorized_bgm = @playing_bgm
@memorized_bgm_position = FMod::bgm_position
end
@me_playing = true
FMod::bgm_play(filename, volume, pitch, 0, false)
end
#--------------------------------------------------------------------------
# * Stops ME Playback
#--------------------------------------------------------------------------
def Audio.me_stop
return unless @me_playing
@me_playing = false
@me_fading_out = false
# Play memorized bgm, fading in
if @memorized_bgm and !@bgm_fading_out
bgm = @memorized_bgm
self.bgm_play(bgm.name, bgm.volume, bgm.pitch, @memorized_bgm_position, true)
else
self.bgm_stop
end
end
#--------------------------------------------------------------------------
# * Starts ME fadeout.
# time : Length of the fadeout in milliseconds.
#--------------------------------------------------------------------------
def Audio.me_fade(time)
return unless FMod::bgm_playing?
@me_fading_out = true
time = time / 1000
@bgm_fade_decrement = FMod::bgm_volume / (time * 5)
end
#--------------------------------------------------------------------------
# * Starts SE Playback
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
#--------------------------------------------------------------------------
def Audio.se_play(filename, volume = 100, pitch = 100)
FMod::se_play(filename, volume, pitch)
end
#--------------------------------------------------------------------------
# * Stops SE Playback
#--------------------------------------------------------------------------
def Audio.se_stop
FMod::se_stop
end
#--------------------------------------------------------------------------
# * Update ME Playback, SE Disposal and Fading, Called Each Frame
#--------------------------------------------------------------------------
def Audio.update
# Stop ME when it's over (and continue playing BGM)
if @me_playing
unless FMod::bgm_playing?
self.me_stop
end
end
# Remove any finished SEs
unless FMod::se_list_empty?
FMod::se_clean
end
if @bgm_fading_in
# Stop fading when target is reached, otherwise increase volume
if FMod::bgm_volume >= @bgm_target_volume
@bgm_fading_in = false
else
current_volume = FMod::bgm_volume + BGM_FADE_IN_INCREMENT
FMod::bgm_volume = current_volume
end
end
if FMod::bgm_playing? and @bgm_fading_out and
!@me_playing
if FMod::bgm_volume <= 0
@bgm_fading_out = false
self.bgm_stop
# If another BGM played while fading out, play it (most recent)
if @next_bgm
self.bgm_play(@next_bgm.name, @next_bgm.volume,
@next_bgm.pitch, @next_bgm_position)
@next_bgm = nil
end
else
current_volume = FMod::bgm_volume - @bgm_fade_decrement
FMod::bgm_volume = current_volume
end
end
if FMod::bgs_playing? and @bgs_fading_out
if FMod::bgs_volume <= 0
@bgs_fading_out = false
self.bgs_stop
# If another BGS played while fading out, play it (most recent)
if @next_bgs
self.bgs_play(@next_bgs.name, @next_bgs.volume,
@next_bgs.pitch, @next_bgs_position)
@next_bgs = nil
end
else
current_volume = FMod::bgs_volume - @bgs_fade_decrement
FMod::bgs_volume = current_volume
end
end
if FMod::bgm_playing? and @me_fading_out
if FMod::bgm_volume <= 0
# If another ME played while fading out, play it (most recent)
if @next_me
self.me_play(@next_me.name, @next_me.volume, @next_me.pitch)
@next_me = nil
else
@me_fading_out = false
self.me_stop
end
else
current_volume = FMod::bgm_volume - @bgm_fade_decrement
FMod::bgm_volume = current_volume
end
end
end
end
# Create an endless loop to update Audio module
Thread.new do
loop do
sleep 0.2
Audio.update
end
end