using System; using Age.Engine.Hosting; using Age.Engine.Model; using Age.Engine.Sys4; public sealed partial class GodotAdvHost { private readonly string?[] _sfxNames = new string?[10]; // SC0000 native channel subset private int _voiceBgmDuckControl; private (AudioPayload Audio, int PlaybackVariant)? _queuedSkippedVoice; private readonly object _scheduledVoiceLock = new(); private (AudioPayload Audio, int PlaybackVariant, uint DelayMs, uint? StartMs)? _scheduledVoice; public void PlayBgm(long id) => DispatchBgm(id, 1, false); public void RestartBgm(long id, int startMode) => DispatchBgm(id, startMode, true); private void DispatchBgm(long id, int startMode, bool forceRestart) { var asset = _res.ResolveBgm(id); var audio = asset != null ? LoadAudio(asset) : null; _timeline?.Event("bgm", new() { ["id"] = id, ["file"] = audio?.Name, ["start_mode"] = startMode, ["force_restart"] = forceRestart, }); if (audio == null) return; if (forceRestart) _main.CallDeferred("RestartBgm", audio.Bytes, audio.Name, startMode); else _main.CallDeferred("PlayBgm", audio.Bytes, audio.Name); } public void StopBgm() { _timeline?.Event("bgm-stop", new()); _main.CallDeferred("StopBgm"); } public void PlayVoice(long id) => PlayVoice(id, 0); public void PlayVoice(long id, int playbackVariant) { var asset = _res.ResolveVoice(id); var audio = asset != null ? LoadAudio(asset) : null; _timeline?.Event("voice", new() { ["id"] = id, ["file"] = audio?.Name, ["playback_variant"] = playbackVariant }); if (audio == null) return; bool queuedForSkip; bool firstQueued = false; lock (_messageSkipLock) { queuedForSkip = _messageSkipActive; if (queuedForSkip) { firstQueued = _queuedSkippedVoice == null; _queuedSkippedVoice = (audio, playbackVariant); } } if (queuedForSkip) { if (firstQueued) _main.CallDeferred("StopVoiceForMessageSkip"); return; } DispatchVoice(audio, playbackVariant); } private void DispatchVoice(AudioPayload audio, int playbackVariant) { int generation = _main.QueueVoicePlayback(); bool duckBgm = (System.Threading.Volatile.Read(ref _voiceBgmDuckControl) & 1) == 0; // Godot's stream player has no matching AGE start-mode control. Retain the native // variant through dispatch/timeline so that distinction is not erased at the VM seam. _main.CallDeferred("PlayVoice", audio.Bytes, audio.Name, generation, duckBgm, 50); } public void SetVoiceBgmDuckControl(long flags) { System.Threading.Volatile.Write(ref _voiceBgmDuckControl, unchecked((int)flags)); _timeline?.State("voice-bgm-duck-control", new() { ["flags"] = flags }); } public void ScheduleVoicePlayback(long id, int playbackVariant, long delayMs) { var asset = _res.ResolveVoice(id); var audio = asset != null ? LoadAudio(asset) : null; _timeline?.Event("voice-scheduled", new() { ["id"] = id, ["file"] = audio?.Name, ["playback_variant"] = playbackVariant, ["delay_ms"] = unchecked((uint)delayMs), }); lock (_scheduledVoiceLock) _scheduledVoice = audio == null ? null : (audio, playbackVariant, unchecked((uint)delayMs), null); } public void LoadSoundEffect(long resourceId, int channel) { if ((uint)channel >= (uint)_sfxNames.Length) return; var asset = _res.ResolveSoundEffect(resourceId); var audio = asset != null ? LoadAudio(asset) : null; _sfxNames[channel] = audio?.Name; _timeline?.Event("sfx-load", new() { ["resource"] = resourceId, ["channel"] = channel, ["file"] = audio?.Name }); if (audio != null) _main.CallDeferred("LoadSoundEffect", audio.Bytes, audio.Name, channel); } public void StartSoundEffect(int channel) => StartSoundEffect(channel, 0); public void StartSoundEffect(int channel, int startMode) { if ((uint)channel >= (uint)_sfxNames.Length || _sfxNames[channel] == null) return; _timeline?.Event("sfx-start", new() { ["channel"] = channel, ["start_mode"] = startMode, ["file"] = _sfxNames[channel] }); _main.CallDeferred("StartSoundEffect", channel, startMode); } public void ScheduleSoundEffectStart(int channel, int startMode, long delayMs) { if ((uint)channel >= (uint)_sfxNames.Length || _sfxNames[channel] == null) return; long ms = System.Math.Clamp(delayMs, 0, 60_000); double realSeconds = ms / 1000.0 / System.Math.Max(0.05, _clock.Speed); _timeline?.Event("sfx-start-scheduled", new() { ["channel"] = channel, ["start_mode"] = startMode, ["delay_ms"] = ms, ["file"] = _sfxNames[channel] }); _main.CallDeferred("ScheduleSoundEffectStart", channel, startMode, realSeconds); } public void ReleaseSoundEffect(int channel) { if ((uint)channel >= (uint)_sfxNames.Length) return; _timeline?.Event("sfx-release", new() { ["channel"] = channel, ["file"] = _sfxNames[channel] }); _sfxNames[channel] = null; _main.CallDeferred("ReleaseSoundEffect", channel); } private AudioPayload? LoadAudio(AssetEntry asset) { try { return _res.ReadAudio(asset); } catch (System.Exception e) { Godot.GD.Print($"audio read failed {asset.Name}: {e.Message}"); return null; } } public void FadeBgm(int targetPercent, long durationMs) { long ms = System.Math.Clamp(durationMs, 0, 60_000); double realSeconds = ms / 1000.0 / System.Math.Max(0.05, _clock.Speed); _timeline?.State("bgm-fade", new() { ["target_percent"] = targetPercent, ["duration_ms"] = ms }); _main.CallDeferred("FadeBgm", targetPercent, realSeconds); long deadline = _clock.NowMs + ms; IsSleeping = true; bool scriptSuspended = SuspendScriptForPresentation(); try { // Native parks the interpreter in its audio service while the main render loop continues. // Publish scene changes accumulated before the fade (notably GAMESTART -> SC0000's black // frame), then leave presentation ownership with the compositor for the timed wait. RequestSynchronizedPresentation(); while (_clock.NowMs < deadline && !_stopping) _frameSignal.WaitOne(50); } finally { ResumeScriptAfterPresentation(scriptSuspended); IsSleeping = false; } _timeline?.State("running", new() { ["bgm_fade_complete"] = true }); } public void ApplyAudioVolume(int category, int basisPoints) { _timeline?.State("audio-volume", new() { ["category"] = category, ["basis_points"] = basisPoints, }); _main.CallDeferred("ApplyAudioVolume", category, basisPoints); } public void ApplyAudioRouteEnabled(int category, bool enabled) { _timeline?.State("audio-route", new() { ["category"] = category, ["enabled"] = enabled, }); _main.CallDeferred("ApplyAudioRouteEnabled", category, enabled); } }