/// <summary>
        /// Loads the music pack information from a json file.
        /// </summary>
        /// <param name="path"></param>
        /// <returns></returns>
        public static MusicPackMetaData readFromJson(string path)
        {
            string json = Path.Combine(path, "MusicPackInformation.json");
            var    meta = StardewSymphony.ModHelper.ReadJsonFile <MusicPackMetaData>(json);

            try
            {
                try
                {
                    meta.Icon = new Texture2DExtended(StardewSymphony.ModHelper, StardewSymphony.getRelativeDirectory(Path.Combine(path, meta.pathToMusicPackIcon + ".png")));
                }
                catch (Exception errr)
                {
                    errr.ToString();
                    meta.Icon = new Texture2DExtended(StardewSymphony.ModHelper, StardewSymphony.getRelativeDirectory(Path.Combine(path, meta.pathToMusicPackIcon)));
                }
            }
            catch (Exception err)
            {
                err.ToString();
                if (StardewSymphony.Config.EnableDebugLog)
                {
                    StardewSymphony.ModMonitor.Log(err.ToString());
                }
            }
            return(meta);
        }
Esempio n. 2
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 /// <summary>
 /// Play a song.
 /// </summary>
 /// <param name="name">The name of the song to play.</param>
 public override void playSong(string name)
 {
     this.currentCue = this.getCue(name);
     if (this.currentCue == null)
     {
         return; //getCue will throw the error message.
     }
     Game1.waveBank  = this.WaveBank;
     Game1.soundBank = this.SoundBank;
     this.currentCue.Play();
     StardewSymphony.Reset();
 }
 /// <summary>
 /// Pause the currently playing song.
 /// </summary>
 /// <param name="name">Pause the current song that is playing.</param>
 public override void pauseSong()
 {
     if (this.currentCue == null)
     {
         return;
     }
     else
     {
         Game1.waveBank  = this.WaveBank;
         Game1.soundBank = this.SoundBank;
         this.currentCue.Pause();
         StardewSymphony.Reset();
     }
 }
        /// <summary>Get the name of the location of where I am at.</summary>
        public static string getLocationString()
        {
            try
            {
                string locName = Game1.currentLocation.Name;
                if (locName.StartsWith("UndergroundMine"))
                {
                    StardewSymphony.DebugLog("LOC VALUE:" + locName);
                    string splits = locName.Replace("UndergroundMine", "");
                    StardewSymphony.DebugLog("DEBUG VALUE:" + splits);
                    int number = Convert.ToInt32(splits);
                    if (number >= 1 && number <= 10)
                    {
                        return("UndergroundMine" + " Floors 1-10");
                    }
                    if (number >= 11 && number <= 29)
                    {
                        return("UndergroundMine" + " Floors 11-29");
                    }
                    if (number >= 31 && number <= 39)
                    {
                        return("UndergroundMine" + " Floors 31-39");
                    }
                    if (number >= 40 && number <= 69)
                    {
                        return("UndergroundMine" + " Floors 40-69");
                    }
                    if (number >= 70 && number <= 79)
                    {
                        return("UndergroundMine" + " Floors 70-79");
                    }
                    if (number >= 80 && number <= 120)
                    {
                        return("UndergroundMine" + " Floors 80-120");
                    }
                }

                if (locName.Contains("Cabin") || Game1.currentLocation.isFarmBuildingInterior())
                {
                    locName = Game1.currentLocation.uniqueName.Value;
                }

                return(locName);
            }
            catch (Exception err)
            {
                StardewSymphony.ModMonitor.Log(err.ToString());
                return("");
            }
        }
 /// <summary>
 /// Stops the currently playing song and nulls the current song.
 /// </summary>
 public override void stopSong()
 {
     if (this.currentCue == null)
     {
         return;
     }
     else
     {
         Game1.waveBank  = this.WaveBank;
         Game1.soundBank = this.SoundBank;
         this.currentCue.Stop(AudioStopOptions.Immediate);
         StardewSymphony.Reset();
         this.currentCue = null;
     }
 }
Esempio n. 6
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        /// <summary>Load in the music files from the pack's respective Directory/Songs folder. Typically Content/Music/Wav/FolderName/Songs</summary>
        private void LoadMusicFiles()
        {
            DateTime startTime = DateTime.Now;

            DirectoryInfo songFolder = new DirectoryInfo(Path.Combine(this.ContentPack.DirectoryPath, this.MusicFolderName));

            foreach (FileInfo file in songFolder.GetFiles())
            {
                // get name
                string name = Path.GetFileNameWithoutExtension(file.Name);
                if (this.Sounds.ContainsKey(name))
                {
                    continue;
                }

                // load data
                SoundEffect effect = null;
                using (Stream waveFileStream = File.OpenRead(file.FullName))
                {
                    switch (file.Extension)
                    {
                    case ".wav":
                        effect = SoundEffect.FromStream(waveFileStream);
                        break;

                    case ".mp3":
                        using (Mp3FileReader reader = new Mp3FileReader(waveFileStream))
                            using (WaveStream pcmStream = WaveFormatConversionStream.CreatePcmStream(reader))
                            {
                                string tempPath = Path.Combine(songFolder.FullName, $"{name}.wav");
                                StardewSymphony.ModMonitor.Log($"Converting: {tempPath}");

                                WaveFileWriter.CreateWaveFile(tempPath, pcmStream);
                                using (Stream tempStream = File.OpenRead(tempPath))
                                    effect = SoundEffect.FromStream(tempStream);
                                File.Delete(tempPath);
                            }
                        break;

                    case ".ogg":
                        // Credits: https://social.msdn.microsoft.com/Forums/vstudio/en-US/100a97af-2a1c-4b28-b464-d43611b9b5d6/converting-multichannel-ogg-to-stereo-wav-file?forum=csharpgeneral
                        using (VorbisWaveReader vorbisStream = new VorbisWaveReader(file.FullName))
                        {
                            string tempPath = Path.Combine(songFolder.FullName, $"{name}.wav");
                            StardewSymphony.DebugLog($"Converting: {tempPath}");

                            WaveFileWriter.CreateWaveFile(tempPath, vorbisStream.ToWaveProvider16());
                            using (Stream tempStream = File.OpenRead(tempPath))
                                effect = SoundEffect.FromStream(tempStream);
                            File.Delete(tempPath);
                        }
                        break;

                    default:
                        StardewSymphony.ModMonitor.Log($"Unsupported file extension {file.Extension}.", LogLevel.Warn);
                        break;
                    }
                }
                if (effect == null)
                {
                    continue;
                }

                // add sound
                SoundEffectInstance instance = effect.CreateInstance();
                this.Sounds.Add(name, instance);
                //this.SongInformation.listOfSongsWithoutTriggers.Add(name);
                this.SongInformation.songs.Add(name, new V2.SongInformation(name));
            }

            // log loading time
            if (StardewSymphony.Config.EnableDebugLog)
            {
                StardewSymphony.ModMonitor.Log($"Time to load WAV music pack {this.Name}: {startTime.Subtract(DateTime.Now)}");
            }
        }
Esempio n. 7
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        /// <summary>Select the actual song to be played right now based on the selector key. The selector key should be called when the player's location changes.</summary>
        public void selectMusic(string songListKey, bool warpCheck = false)
        {
            StardewSymphony.DebugLog(SongSpecifics.GetKeySpecificity(songListKey).ToString());
            StardewSymphony.DebugLog(songListKey);
            //Prevent generic song changes when running about.
            if (SongSpecifics.GetKeySpecificity(songListKey) == SongSpecifics.SongKeyType.None)
            {
                return;
            }

            if (SongSpecifics.IsKeyGeneric(songListKey))
            {
                if (this.CurrentMusicPack != null)
                {
                    if (this.CurrentMusicPack.IsPlaying())
                    {
                        return;
                    }
                }
            }



            //If I have warped and the key only is to be played when time changes prevent a new song from playing.
            //If the key is more specific (I.E has a location associated with it) then music will change.
            if (warpCheck == true && SongSpecifics.IsKeyTimeSpecific(songListKey))
            {
                if (this.CurrentMusicPack != null)
                {
                    if (this.CurrentMusicPack.IsPlaying())
                    {
                        return;
                    }
                }
            }

            // stop timer timer when music is selected
            this.Timer.Enabled = false;

            // get applicable music packs
            var    listOfValidMusicPacks = this.GetApplicableMusicPacks(songListKey);
            string subKey = songListKey;

            //This chunk is to determine song specifics for location.
            while (listOfValidMusicPacks.Count == 0)
            {
                if (subKey.Length == 0)
                {
                    break;
                }

                string[] subList = subKey.Split(SongSpecifics.seperator);
                if (subList.Length == 0)
                {
                    break; //Because things would go bad otherwise.
                }
                subKey = "";
                for (int i = 0; i < subList.Length - 1; i++)
                {
                    subKey += subList[i];
                    if (i != subList.Length - 2)
                    {
                        subKey += SongSpecifics.seperator;
                    }
                }
                if (subKey == "")
                {
                    break;
                }

                if (StardewSymphony.Config.EnableDebugLog)
                {
                    StardewSymphony.ModMonitor.Log(subKey, StardewModdingAPI.LogLevel.Alert);
                }
                listOfValidMusicPacks = this.GetApplicableMusicPacks(subKey);
                if (listOfValidMusicPacks.Count == 0)
                {
                    //No valid songs to play at this time.
                    if (StardewSymphony.Config.EnableDebugLog)
                    {
                        StardewSymphony.ModMonitor.Log("Error: There are no songs to play across any music pack for the song key: " + subKey + ". 1 Are you sure you did this properly?");
                    }
                    //return;
                }
            }

            if (listOfValidMusicPacks.Count == 0)
            {
                //This chunk is used to determine more general seasonal specifics if song specifics couldn't be found.
                subKey = songListKey;
                string[] season = subKey.Split(SongSpecifics.seperator);
                subKey = "";
                for (int i = 1; i < season.Length; i++)
                {
                    subKey += season[i];
                    if (i != season.Length - 1)
                    {
                        subKey += SongSpecifics.seperator;
                    }
                }
                if (string.IsNullOrEmpty(subKey))
                {
                    if (!this.checkGenericMusic(songListKey))
                    {
                        if (StardewSymphony.Config.EnableDebugLog)
                        {
                            StardewSymphony.ModMonitor.Log("Error: There are no songs to play across any music pack for the song key: " + songListKey + ".2 Are you sure you did this properly?");
                        }
                        StardewSymphony.menuChangedMusic = false;
                        return;
                    }
                }
                if (StardewSymphony.Config.EnableDebugLog)
                {
                    StardewSymphony.ModMonitor.Log(subKey, StardewModdingAPI.LogLevel.Alert);
                }
                listOfValidMusicPacks = this.GetApplicableMusicPacks(subKey);
                if (listOfValidMusicPacks.Count == 0)
                {
                    //No valid songs to play at this time.
                    if (StardewSymphony.Config.EnableDebugLog)
                    {
                        StardewSymphony.ModMonitor.Log("Error: There are no songs to play across any music pack for the song key: " + subKey + ".3 Are you sure you did this properly?");
                    }
                    //return;
                }
                //Try to get more specific.


                //????? What does this part even do anymore???
                while (listOfValidMusicPacks.Count == 0)
                {
                    if (subKey.Length == 0)
                    {
                        break;
                    }
                    string[] subList = subKey.Split(SongSpecifics.seperator);
                    if (subList.Length == 0)
                    {
                        break;                      //Because things would go bad otherwise.
                    }
                    subKey = "";
                    for (int i = 0; i < subList.Length - 1; i++)
                    {
                        subKey += subList[i];
                        if (i != subList.Length - 2)
                        {
                            subKey += SongSpecifics.seperator;
                        }
                    }
                    if (subKey == "")
                    {
                        break;
                    }

                    if (StardewSymphony.Config.EnableDebugLog)
                    {
                        StardewSymphony.ModMonitor.Log(subKey, StardewModdingAPI.LogLevel.Alert);
                    }
                    listOfValidMusicPacks = this.GetApplicableMusicPacks(subKey);
                    if (listOfValidMusicPacks.Count == 0)
                    {
                        //No valid songs to play at this time.
                        if (StardewSymphony.Config.EnableDebugLog)
                        {
                            StardewSymphony.ModMonitor.Log("Error: There are no songs to play across any music pack for the song key: " + subKey + ".4 Are you sure you did this properly?");
                        }
                        //return;
                    }
                }
            }

            //If the list of valid packs are 0, check if I'm currently at an event or festival or get some location specific music and try to play a generalized song from there.
            if (listOfValidMusicPacks.Count == 0)
            {
                if (!this.checkGenericMusic(songListKey))
                {
                    //No valid songs to play at this time.
                    if (StardewSymphony.Config.EnableDebugLog)
                    {
                        StardewSymphony.ModMonitor.Log("Error: There are no songs to play across any music pack for the song key: " + songListKey + ".7 Are you sure you did this properly?");
                    }
                    StardewSymphony.menuChangedMusic = false;
                    return;
                }
            }

            string[] sizeList = subKey.Split(SongSpecifics.seperator);

            if (this.CurrentMusicPack != null)
            {
                //If I am trying to play a generic song and a generic song is playing don't change the music.
                //If I am trying to play a generic song and a non-generic song is playing, then play my generic song since I don't want to play the specific music anymore.
                if (sizeList.Length < 3 && (this.CurrentMusicPack.IsPlaying() && !this.lastSongWasLocationSpecific))
                {
                    if (StardewSymphony.Config.EnableDebugLog)
                    {
                        StardewSymphony.ModMonitor.Log("Non specific music change detected. Not going to change the music this time");
                    }
                    return;
                }
            }

            this.lastSongWasLocationSpecific = sizeList.Length >= 3;

            //If there is a valid key for the place/time/event/festival I am at, play it!

            int randInt = this.Random.Next(0, listOfValidMusicPacks.Count - 1);

            var musicPackPair = listOfValidMusicPacks.ElementAt(randInt);


            //used to swap the music packs and stop the last playing song.
            this.SwapMusicPacks(musicPackPair.Key.Name);
            string songName = musicPackPair.Value.ElementAt(this.Random.Next(0, musicPackPair.Value.Count));

            this.CurrentMusicPack.PlaySong(songName);
        }