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Achievement Unlocked and Leaderboard Submitted sound effects
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@ -21,7 +21,7 @@ static bool focusMovementEnabled;
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bool focusForced;
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static std::mutex eventMutex_;
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static std::function<void(UISound)> soundCallback;
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static std::function<void(UISound, float)> soundCallback;
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static bool soundEnabled = true;
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struct DispatchQueueItem {
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@ -158,13 +158,13 @@ void SetSoundEnabled(bool enabled) {
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soundEnabled = enabled;
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}
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void SetSoundCallback(std::function<void(UISound)> func) {
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void SetSoundCallback(std::function<void(UISound, float)> func) {
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soundCallback = func;
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}
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void PlayUISound(UISound sound) {
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void PlayUISound(UISound sound, float volume) {
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if (soundEnabled && soundCallback) {
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soundCallback(sound);
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soundCallback(sound, volume);
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}
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}
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@ -43,12 +43,14 @@ enum class UISound {
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CONFIRM,
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TOGGLE_ON,
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TOGGLE_OFF,
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ACHIEVEMENT_UNLOCKED,
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LEADERBOARD_SUBMITTED,
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COUNT,
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};
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void SetSoundEnabled(bool enabled);
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void SetSoundCallback(std::function<void(UISound)> func);
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void SetSoundCallback(std::function<void(UISound, float)> func);
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void PlayUISound(UISound sound);
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void PlayUISound(UISound sound, float volume = 0.25f);
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} // namespace UI
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@ -261,10 +261,14 @@ static void event_handler_callback(const rc_client_event_t *event, rc_client_t *
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case RC_CLIENT_EVENT_ACHIEVEMENT_TRIGGERED:
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// An achievement was earned by the player. The handler should notify the player that the achievement was earned.
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g_OSD.ShowAchievementUnlocked(event->achievement->id);
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System_PostUIMessage("play_sound", "achievement_unlocked");
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INFO_LOG(ACHIEVEMENTS, "Achievement unlocked: '%s' (%d)", event->achievement->title, event->achievement->id);
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break;
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case RC_CLIENT_EVENT_GAME_COMPLETED:
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{
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// TODO: Do some zany fireworks!
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// All achievements for the game have been earned. The handler should notify the player that the game was completed or mastered, depending on challenge mode.
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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@ -279,6 +283,8 @@ static void event_handler_callback(const rc_client_event_t *event, rc_client_t *
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g_OSD.Show(OSDType::MESSAGE_INFO, title, message, DeNull(gameInfo->badge_name), 10.0f);
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System_PostUIMessage("play_sound", "achievement_unlocked");
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INFO_LOG(ACHIEVEMENTS, "%s", message.c_str());
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break;
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}
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@ -295,7 +301,7 @@ static void event_handler_callback(const rc_client_event_t *event, rc_client_t *
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case RC_CLIENT_EVENT_LEADERBOARD_SUBMITTED:
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NOTICE_LOG(ACHIEVEMENTS, "Leaderboard result submitted: %s", event->leaderboard->title);
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g_OSD.Show(OSDType::MESSAGE_SUCCESS, ReplaceAll(ReplaceAll(ac->T("%1: Submitting leaderboard score: %2!"), "%1", DeNull(event->leaderboard->title)), "%2", DeNull(event->leaderboard->tracker_value)), DeNull(event->leaderboard->description), 3.0f);
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// A leaderboard attempt was completed.The handler may show a message with the leaderboard title and /or description indicating the final value being submitted to the server.
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System_PostUIMessage("play_sound", "leaderboard_submitted");
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break;
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case RC_CLIENT_EVENT_ACHIEVEMENT_CHALLENGE_INDICATOR_SHOW:
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NOTICE_LOG(ACHIEVEMENTS, "Challenge indicator show: %s", event->achievement->title);
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@ -381,12 +381,17 @@ void SoundEffectMixer::Mix(int16_t *buffer, int sz, int sampleRateHz) {
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for (std::vector<PlayInstance>::iterator iter = plays_.begin(); iter != plays_.end(); ) {
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auto sample = samples_[(int)iter->sound].get();
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if (!sample) {
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// Remove playback instance if sample invalid.
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iter = plays_.erase(iter);
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continue;
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}
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int64_t rateOfSample = sample->rateInHz_;
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int64_t stride = (rateOfSample << 32) / sampleRateHz;
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for (int i = 0; i < sz * 2; i += 2) {
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if (!sample || (iter->offset >> 32) >= sample->length_ - 2) {
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if ((iter->offset >> 32) >= sample->length_ - 2) {
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iter->done = true;
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break;
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}
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@ -415,15 +420,16 @@ void SoundEffectMixer::Mix(int16_t *buffer, int sz, int sampleRateHz) {
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}
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}
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void SoundEffectMixer::Play(UI::UISound sfx) {
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void SoundEffectMixer::Play(UI::UISound sfx, float volume) {
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std::lock_guard<std::mutex> guard(mutex_);
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plays_.push_back(PlayInstance{ sfx, 0, 64, false });
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plays_.push_back(PlayInstance{ sfx, 0, (int)(255.0f * volume), false });
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}
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Sample *SoundEffectMixer::LoadSample(const std::string &path) {
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size_t bytes;
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uint8_t *data = g_VFS.ReadFile(path.c_str(), &bytes);
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if (!data) {
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WARN_LOG(AUDIO, "Failed to load sample '%s'", path.c_str());
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return nullptr;
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}
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@ -451,8 +457,10 @@ void SoundEffectMixer::LoadSamples() {
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samples_[(size_t)UI::UISound::CONFIRM] = std::unique_ptr<Sample>(LoadSample("sfx_confirm.wav"));
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samples_[(size_t)UI::UISound::TOGGLE_ON] = std::unique_ptr<Sample>(LoadSample("sfx_toggle_on.wav"));
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samples_[(size_t)UI::UISound::TOGGLE_OFF] = std::unique_ptr<Sample>(LoadSample("sfx_toggle_off.wav"));
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samples_[(size_t)UI::UISound::ACHIEVEMENT_UNLOCKED] = std::unique_ptr<Sample>(LoadSample("sfx_achievement_unlocked.wav"));
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samples_[(size_t)UI::UISound::LEADERBOARD_SUBMITTED] = std::unique_ptr<Sample>(LoadSample("sfx_leaderbord_submitted.wav"));
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UI::SetSoundCallback([](UI::UISound sound) {
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g_BackgroundAudio.SFX().Play(sound);
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UI::SetSoundCallback([](UI::UISound sound, float volume) {
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g_BackgroundAudio.SFX().Play(sound, volume);
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});
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}
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@ -28,7 +28,7 @@ public:
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void LoadSamples();
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void Mix(int16_t *buffer, int sz, int sampleRateHz);
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void Play(UI::UISound sfx);
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void Play(UI::UISound sfx, float volume);
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std::vector<std::unique_ptr<Sample>> samples_;
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@ -544,6 +544,16 @@ void EmuScreen::sendMessage(const char *message, const char *value) {
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screenManager()->push(new GamePauseScreen(gamePath_));
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}
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}
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} else if (!strcmp(message, "play_sound")) {
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if (g_Config.bAchievementsSoundEffects) {
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// TODO: Handle this some nicer way.
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if (!strcmp(value, "achievement_unlocked")) {
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UI::PlayUISound(UI::UISound::ACHIEVEMENT_UNLOCKED, 0.6f);
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}
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if (!strcmp(value, "leaderboard_submitted")) {
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UI::PlayUISound(UI::UISound::LEADERBOARD_SUBMITTED, 0.6f);
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}
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}
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}
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}
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@ -265,7 +265,7 @@ void RetroAchievementsSettingsScreen::CreateAccountTab(UI::ViewGroup *viewGroup)
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});
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viewGroup->Add(new CheckBox(&g_Config.bAchievementsChallengeMode, ac->T("Challenge Mode (no savestates)")))->SetEnabledPtr(&g_Config.bAchievementsEnable);
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viewGroup->Add(new CheckBox(&g_Config.bAchievementsEncoreMode, ac->T("Encore Mode")))->SetEnabledPtr(&g_Config.bAchievementsEnable);
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// viewGroup->Add(new CheckBox(&g_Config.bAchievementsSoundEffects, ac->T("Sound Effects")))->SetEnabledPtr(&g_Config.bAchievementsEnable); // not yet implemented
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viewGroup->Add(new CheckBox(&g_Config.bAchievementsSoundEffects, ac->T("Sound Effects")))->SetEnabledPtr(&g_Config.bAchievementsEnable); // not yet implemented
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viewGroup->Add(new ItemHeader(di->T("Links")));
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viewGroup->Add(new Choice(ac->T("RetroAchievements website")))->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
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BIN
assets/sfx_achievement_unlocked.wav
Normal file
BIN
assets/sfx_achievement_unlocked.wav
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Binary file not shown.
BIN
assets/sfx_leaderbord_submitted.wav
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BIN
assets/sfx_leaderbord_submitted.wav
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Binary file not shown.
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