sm64coopdx/mods/character-select-coop/z-voice.lua

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Lua
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for i = 0, MAX_PLAYERS -1, 1 do
gPlayerSyncTable[i].customVoice = 0
end
local voicecount = 0
local SLEEP_TALK_SNORES = 8
gCustomVoiceSamples = {}
gCustomVoiceSamplesBackup = {}
gCustomVoiceStream = nil
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-- localize functions to improve performance
local audio_sample_stop,audio_sample_destroy,type,math_random,audio_stream_stop,audio_stream_destroy,audio_stream_load,audio_stream_play,audio_sample_load,audio_sample_play,is_game_paused,play_character_sound = audio_sample_stop,audio_sample_destroy,type,math.random,audio_stream_stop,audio_stream_destroy,audio_stream_load,audio_stream_play,audio_sample_load,audio_sample_play,is_game_paused,play_character_sound
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--- @param m MarioState
function stop_custom_character_sound(m, sound)
local voice_sample = gCustomVoiceSamples[m.playerIndex]
if voice_sample == false and gCustomVoiceSamplesBackup[m.playerIndex].loaded then
audio_sample_stop(gCustomVoiceSamplesBackup[m.playerIndex])
audio_sample_destroy(gCustomVoiceSamplesBackup[m.playerIndex])
voicecount = voicecount - 1
gCustomVoiceSamplesBackup[m.playerIndex] = nil
return
end
if voice_sample == nil or type(voice_sample) == "boolean" then
return
end
if not voice_sample.loaded then
gCustomVoiceSamplesBackup[m.playerIndex] = true
return
end
audio_sample_stop(voice_sample)
if voice_sample.file.relativePath:match('^.+/(.+)$') == sound then
return voice_sample
end
audio_sample_destroy(voice_sample)
voicecount = voicecount - 1
end
--- @param m MarioState
function play_custom_character_sound(m, voice)
local sound
if type(voice) == "table" then
sound = voice[math.random(#voice)]
else
sound = voice
end
if sound == nil then return 0 end
--Get current sample and stop it
local voice_sample = stop_custom_character_sound(m, sound)
if type(sound) ~= "string" then
return sound
end
if (m.area == nil or m.area.camera == nil) and m.playerIndex == 0 then
if gCustomVoiceStream ~= nil then
audio_stream_stop(gCustomVoiceStream)
audio_stream_destroy(gCustomVoiceStream)
end
gCustomVoiceStream = audio_stream_load(sound)
audio_stream_play(gCustomVoiceStream, true, 1)
else
if voice_sample == nil then
voice_sample = audio_sample_load(sound)
while not voice_sample.loaded do end
voicecount = voicecount + 1
end
audio_sample_play(voice_sample, m.pos, 1)
if gCustomVoiceSamplesBackup[m.playerIndex] ~= nil and not(gCustomVoiceSamples[m.playerIndex] == false) then
gCustomVoiceSamplesBackup[m.playerIndex] = voice_sample
else
gCustomVoiceSamples[m.playerIndex] = voice_sample
end
end
return 0
end
--- @param m MarioState
local function custom_character_sound(m, characterSound)
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if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end
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if characterSound == CHAR_SOUND_SNORING3 then return 0 end
if characterSound == CHAR_SOUND_HAHA and m.hurtCounter > 0 then return 0 end
local voice = _G.charSelect.character_get_voice(m)[characterSound]
if voice ~= nil then
return play_custom_character_sound(m, voice)
end
return 0
end
local STARTING_SNORE = 46
local SLEEP_TALK_START = STARTING_SNORE + 49
local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES
--- @param m MarioState
local function custom_character_snore(m)
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if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end
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if gCustomVoiceSamplesBackup[m.playerIndex] ~= nil and not (gCustomVoiceSamples[m.playerIndex] == false) then
if gCustomVoiceSamples[m.playerIndex].loaded then
audio_sample_destroy(gCustomVoiceSamples[m.playerIndex])
voicecount = voicecount - 1
gCustomVoiceSamples[m.playerIndex] = false
end
end
local SNORE3_TABLE = _G.charSelect.character_get_voice(m)[CHAR_SOUND_SNORING3]
if m.action ~= ACT_SLEEPING then
if m.isSnoring > 0 then
stop_custom_character_sound(m)
end
return
elseif not (m.actionState == 2 and (m.flags & MARIO_MARIO_SOUND_PLAYED) ~= 0) then
return
end
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if SNORE3_TABLE ~= nil and #SNORE3_TABLE >= 2 then
if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[2])
elseif animFrame == 25 then
if #SNORE3_TABLE >= 3 then
m.actionTimer = m.actionTimer + 1
if m.actionTimer >= SLEEP_TALK_END then
m.actionTimer = STARTING_SNORE
end
if m.actionTimer == SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[3])
elseif m.actionTimer < SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[1])
end
else
play_custom_character_sound(m, SNORE3_TABLE[1])
end
end
elseif animFrame == 2 then
play_character_sound(m, CHAR_SOUND_SNORING2)
elseif animFrame == 25 then
play_character_sound(m, CHAR_SOUND_SNORING1)
end
end
_G.charSelect.voice = {
sound = custom_character_sound,
snore = custom_character_snore,
}
gPlayerSyncTable[0].customVoice = true