mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-12-01 16:27:27 +00:00
154 lines
No EOL
5.4 KiB
Lua
154 lines
No EOL
5.4 KiB
Lua
for i = 0, MAX_PLAYERS -1, 1 do
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gPlayerSyncTable[i].customVoice = 0
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end
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local voicecount = 0
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local SLEEP_TALK_SNORES = 8
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gCustomVoiceSamples = {}
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gCustomVoiceSamplesBackup = {}
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gCustomVoiceStream = nil
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-- localize functions to improve performance
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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
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function stop_custom_character_sound(m, sound)
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local voice_sample = gCustomVoiceSamples[m.playerIndex]
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if voice_sample == false and gCustomVoiceSamplesBackup[m.playerIndex].loaded then
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audio_sample_stop(gCustomVoiceSamplesBackup[m.playerIndex])
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audio_sample_destroy(gCustomVoiceSamplesBackup[m.playerIndex])
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voicecount = voicecount - 1
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gCustomVoiceSamplesBackup[m.playerIndex] = nil
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return
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end
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if voice_sample == nil or type(voice_sample) == "boolean" then
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return
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end
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if not voice_sample.loaded then
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gCustomVoiceSamplesBackup[m.playerIndex] = true
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return
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end
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audio_sample_stop(voice_sample)
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if voice_sample.file.relativePath:match('^.+/(.+)$') == sound then
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return voice_sample
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end
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audio_sample_destroy(voice_sample)
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voicecount = voicecount - 1
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end
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--- @param m MarioState
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function play_custom_character_sound(m, voice)
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local sound
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if type(voice) == "table" then
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sound = voice[math.random(#voice)]
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else
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sound = voice
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end
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if sound == nil then return 0 end
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--Get current sample and stop it
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local voice_sample = stop_custom_character_sound(m, sound)
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if type(sound) ~= "string" then
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return sound
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end
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if (m.area == nil or m.area.camera == nil) and m.playerIndex == 0 then
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if gCustomVoiceStream ~= nil then
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audio_stream_stop(gCustomVoiceStream)
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audio_stream_destroy(gCustomVoiceStream)
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end
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gCustomVoiceStream = audio_stream_load(sound)
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audio_stream_play(gCustomVoiceStream, true, 1)
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else
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if voice_sample == nil then
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voice_sample = audio_sample_load(sound)
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while not voice_sample.loaded do end
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voicecount = voicecount + 1
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end
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audio_sample_play(voice_sample, m.pos, 1)
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if gCustomVoiceSamplesBackup[m.playerIndex] ~= nil and not(gCustomVoiceSamples[m.playerIndex] == false) then
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gCustomVoiceSamplesBackup[m.playerIndex] = voice_sample
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else
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gCustomVoiceSamples[m.playerIndex] = voice_sample
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end
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end
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return 0
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end
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--- @param m MarioState
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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
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if characterSound == CHAR_SOUND_HAHA and m.hurtCounter > 0 then return 0 end
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local voice = _G.charSelect.character_get_voice(m)[characterSound]
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if voice ~= nil then
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return play_custom_character_sound(m, voice)
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end
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return 0
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end
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local STARTING_SNORE = 46
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local SLEEP_TALK_START = STARTING_SNORE + 49
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local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES
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--- @param m MarioState
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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
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if gCustomVoiceSamples[m.playerIndex].loaded then
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audio_sample_destroy(gCustomVoiceSamples[m.playerIndex])
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voicecount = voicecount - 1
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gCustomVoiceSamples[m.playerIndex] = false
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end
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end
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local SNORE3_TABLE = _G.charSelect.character_get_voice(m)[CHAR_SOUND_SNORING3]
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if m.action ~= ACT_SLEEPING then
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if m.isSnoring > 0 then
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stop_custom_character_sound(m)
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end
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return
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elseif not (m.actionState == 2 and (m.flags & MARIO_MARIO_SOUND_PLAYED) ~= 0) then
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return
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end
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local animFrame = m.marioObj.header.gfx.animInfo.animFrame
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if SNORE3_TABLE ~= nil and #SNORE3_TABLE >= 2 then
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if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then
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play_custom_character_sound(m, SNORE3_TABLE[2])
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elseif animFrame == 25 then
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if #SNORE3_TABLE >= 3 then
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m.actionTimer = m.actionTimer + 1
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if m.actionTimer >= SLEEP_TALK_END then
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m.actionTimer = STARTING_SNORE
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end
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if m.actionTimer == SLEEP_TALK_START then
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play_custom_character_sound(m, SNORE3_TABLE[3])
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elseif m.actionTimer < SLEEP_TALK_START then
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play_custom_character_sound(m, SNORE3_TABLE[1])
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end
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else
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play_custom_character_sound(m, SNORE3_TABLE[1])
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end
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end
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elseif animFrame == 2 then
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play_character_sound(m, CHAR_SOUND_SNORING2)
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elseif animFrame == 25 then
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play_character_sound(m, CHAR_SOUND_SNORING1)
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end
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end
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_G.charSelect.voice = {
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sound = custom_character_sound,
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snore = custom_character_snore,
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}
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gPlayerSyncTable[0].customVoice = true |