sm64coopdx/mods/character-select-coop/voice.lua
Agent X 6092488d1c
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Update builtin mods
2025-12-31 22:35:17 -05:00

385 lines
16 KiB
Lua

if incompatibleClient then return 0 end
local TYPE_TABLE = "table"
local TYPE_USERDATA = "userdata"
local TYPE_STRING = "string"
local SLEEP_TALK_SNORES = 8
local STARTING_SNORE = 46
local SLEEP_TALK_START = STARTING_SNORE + 49
local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES
local stallTimer = 0
local stallSayLine = 5
characterVoices = {
[E_MODEL_WALUIGI] = {
[CHAR_SOUND_OKEY_DOKEY] = audio_sample_load('0B_waluigi_okey_dokey.aiff'),
[CHAR_SOUND_LETS_A_GO] = audio_sample_load('1A_waluigi_lets_a_go.aiff'),
[CHAR_SOUND_GAME_OVER] = audio_sample_load('11_waluigi_game_over.aiff'),
[CHAR_SOUND_PUNCH_YAH] = audio_sample_load('08_waluigi_punch_yah.aiff'),
[CHAR_SOUND_PUNCH_WAH] = audio_sample_load('01_waluigi_jump_wah.aiff'),
[CHAR_SOUND_PUNCH_HOO] = audio_sample_load('09_waluigi_punch_hoo.aiff'),
[CHAR_SOUND_YAH_WAH_HOO] = {audio_sample_load('00_waluigi_jump_hoo.aiff'), audio_sample_load('01_waluigi_jump_wah.aiff'), audio_sample_load('02_waluigi_yah.aiff')},
[CHAR_SOUND_HOOHOO] = audio_sample_load('01_waluigi_hoohoo.aiff'),
[CHAR_SOUND_YAHOO_WAHA_YIPPEE] = {audio_sample_load('04_waluigi_yahoo.aiff'), audio_sample_load('18_waluigi_waha.aiff'), audio_sample_load('19_waluigi_yippee.aiff')},
[CHAR_SOUND_UH] = audio_sample_load('05_waluigi_uh.aiff'),
[CHAR_SOUND_UH2] = audio_sample_load('05_waluigi_uh2.aiff'),
[CHAR_SOUND_UH2_2] = audio_sample_load('05_waluigi_uh2.aiff'),
[CHAR_SOUND_DOH] = audio_sample_load('10_waluigi_doh.aiff'),
[CHAR_SOUND_OOOF] = audio_sample_load('0B_waluigi_ooof.aiff'),
[CHAR_SOUND_OOOF2] = audio_sample_load('0B_waluigi_ooof.aiff'),
[CHAR_SOUND_HAHA] = audio_sample_load('03_waluigi_haha.aiff'),
[CHAR_SOUND_HAHA_2] = audio_sample_load('03_waluigi_haha.aiff'),
[CHAR_SOUND_YAHOO] = audio_sample_load('04_waluigi_yahoo.aiff'),
[CHAR_SOUND_DOH] = audio_sample_load('10_waluigi_doh.aiff'),
[CHAR_SOUND_WHOA] = audio_sample_load('08_waluigi_whoa.aiff'),
[CHAR_SOUND_EEUH] = audio_sample_load('09_waluigi_eeuh.aiff'),
[CHAR_SOUND_WAAAOOOW] = audio_sample_load('00_waluigi_waaaooow.aiff'),
[CHAR_SOUND_TWIRL_BOUNCE] = audio_sample_load('14_waluigi_twirl_bounce.aiff'),
[CHAR_SOUND_GROUND_POUND_WAH] = audio_sample_load('01_waluigi_jump_wah.aiff'),
[CHAR_SOUND_WAH2] = audio_sample_load('07_waluigi_wah2.aiff'),
[CHAR_SOUND_HRMM] = audio_sample_load('06_waluigi_hrmm.aiff'),
[CHAR_SOUND_HERE_WE_GO] = audio_sample_load('0C_waluigi_here_we_go.aiff'),
[CHAR_SOUND_SO_LONGA_BOWSER] = audio_sample_load('16_waluigi_so_longa_bowser.aiff'),
-- DAMAGE
[CHAR_SOUND_ATTACKED] = audio_sample_load('0A_waluigi_attacked.aiff'),
[CHAR_SOUND_PANTING] = audio_sample_load('02_waluigi_panting.aiff'),
[CHAR_SOUND_PANTING_COLD] = audio_sample_load('02_waluigi_panting.aiff'),
[CHAR_SOUND_ON_FIRE] = audio_sample_load('04_waluigi_on_fire.aiff'),
-- SLEEP SOUNDS
[CHAR_SOUND_IMA_TIRED] = audio_sample_load('17_waluigi_tired.aiff'),
[CHAR_SOUND_YAWNING] = audio_sample_load('0D_waluigi_yawning.aiff'),
[CHAR_SOUND_SNORING1] = audio_sample_load('0E_waluigi_snoring1.aiff'),
[CHAR_SOUND_SNORING2] = audio_sample_load('0F_waluigi_snoring2.aiff'),
[CHAR_SOUND_SNORING3] = audio_sample_load('15_waluigi_snoring3.aiff'),
-- COUGHING
[CHAR_SOUND_COUGHING1] = audio_sample_load('06_waluigi_coughing.aiff'),
[CHAR_SOUND_COUGHING2] = audio_sample_load('06_waluigi_coughing.aiff'),
[CHAR_SOUND_COUGHING3] = audio_sample_load('06_waluigi_coughing.aiff'),
-- DEATH
[CHAR_SOUND_DYING] = audio_sample_load('03_waluigi_dying.aiff'),
[CHAR_SOUND_DROWNING] = audio_sample_load('0C_waluigi_drowning.aiff'),
[CHAR_SOUND_MAMA_MIA] = audio_sample_load('0A_waluigi_mama_mia.aiff')
}
}
local levelReverbs = {
[LEVEL_NONE] = { 0x00, 0x00, 0x00 },
[LEVEL_UNKNOWN_1] = { 0x00, 0x00, 0x00 },
[LEVEL_UNKNOWN_2] = { 0x00, 0x00, 0x00 },
[LEVEL_UNKNOWN_3] = { 0x00, 0x00, 0x00 },
[LEVEL_BBH] = { 0x28, 0x28, 0x28 },
[LEVEL_CCM] = { 0x10, 0x38, 0x38 },
[LEVEL_CASTLE] = { 0x20, 0x20, 0x30 },
[LEVEL_HMC] = { 0x28, 0x28, 0x28 },
[LEVEL_SSL] = { 0x08, 0x30, 0x30 },
[LEVEL_BOB] = { 0x08, 0x08, 0x08 },
[LEVEL_SL] = { 0x10, 0x28, 0x28 },
[LEVEL_WDW] = { 0x10, 0x18, 0x18 },
[LEVEL_JRB] = { 0x10, 0x18, 0x18 },
[LEVEL_THI] = { 0x0c, 0x0c, 0x20 },
[LEVEL_TTC] = { 0x18, 0x18, 0x18 },
[LEVEL_RR] = { 0x20, 0x20, 0x20 },
[LEVEL_CASTLE_GROUNDS] = { 0x08, 0x08, 0x08 },
[LEVEL_BITDW] = { 0x28, 0x28, 0x28 },
[LEVEL_VCUTM] = { 0x28, 0x28, 0x28 },
[LEVEL_BITFS] = { 0x28, 0x28, 0x28 },
[LEVEL_SA] = { 0x10, 0x10, 0x10 },
[LEVEL_BITS] = { 0x28, 0x28, 0x28 },
[LEVEL_LLL] = { 0x08, 0x30, 0x30 },
[LEVEL_DDD] = { 0x10, 0x20, 0x20 },
[LEVEL_WF] = { 0x08, 0x08, 0x08 },
[LEVEL_ENDING] = { 0x00, 0x00, 0x00 },
[LEVEL_CASTLE_COURTYARD] = { 0x08, 0x08, 0x08 },
[LEVEL_PSS] = { 0x28, 0x28, 0x28 },
[LEVEL_COTMC] = { 0x28, 0x28, 0x28 },
[LEVEL_TOTWC] = { 0x20, 0x20, 0x20 },
[LEVEL_BOWSER_1] = { 0x40, 0x40, 0x40 },
[LEVEL_WMOTR] = { 0x28, 0x28, 0x28 },
[LEVEL_UNKNOWN_32] = { 0x70, 0x00, 0x00 },
[LEVEL_BOWSER_2] = { 0x40, 0x40, 0x40 },
[LEVEL_BOWSER_3] = { 0x40, 0x40, 0x40 },
[LEVEL_UNKNOWN_35] = { 0x00, 0x00, 0x00 },
[LEVEL_TTM] = { 0x08, 0x08, 0x08 },
[LEVEL_UNKNOWN_37] = { 0x00, 0x00, 0x00 },
[LEVEL_UNKNOWN_38] = { 0x00, 0x00, 0x00 },
}
local stalledAudio = {}
---@param sample ModAudio
---@param pos Vec3f
---@param baseVolume number
---@param reverbAmount number (0 to 1, where 1 = full echo effect)
local function play_sound_with_reverb(sample, pos, baseVolume, reverbAmount)
if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end
-- Play the original sample
audio_sample_play(sample, pos, baseVolume)
-- Define simple fake reverb delays and volume reductions
local echoDelays = { 0.1, 0.2, 0.35, 0.5 }
local echoVolumes = {
baseVolume * reverbAmount * 0.6,
baseVolume * reverbAmount * 0.4,
baseVolume * reverbAmount * 0.25,
baseVolume * reverbAmount * 0.15,
}
for i = 1, #echoDelays do
table.insert(stalledAudio, {
path = sample.filepath,
frame = (get_global_timer() + math.floor(echoDelays[i]*30)),
sample = sample,
pos = pos,
volume = echoVolumes[i]
})
end
end
---@param sample ModAudio
local function stop_sound_with_reverb(sample)
audio_sample_stop(sample)
if #stalledAudio > 0 then
for i = #stalledAudio, 1, -1 do
if stalledAudio[i] ~= nil and stalledAudio[i].path == sample.filepath then
audio_sample_stop(stalledAudio[i].sample)
table.remove(stalledAudio, i)
end
end
end
end
local function stop_all_custom_character_sounds()
-- run through each player
for i = 0, MAX_PLAYERS - 1 do
local m = gMarioStates[i]
-- get the voice table, if there is one
local voiceTable = character_get_voice(m)
if voiceTable ~= nil then
-- run through each sample
for sound in pairs(voiceTable) do
-- if the sample is found, try to stop it
if voiceTable[sound] ~= nil and type(voiceTable[sound]) ~= "string" then
-- if there's no pointer then it must be a sound clip table
if voiceTable[sound]._pointer == nil then
for voice in pairs(voiceTable[sound]) do
if type(voiceTable[sound][voice]) == "string" then
break
end
stop_sound_with_reverb(voiceTable[sound][voice])
end
else
stop_sound_with_reverb(voiceTable[sound])
end
end
end
end
end
end
local playerSample = {}
for i = 0, MAX_PLAYERS - 1 do
playerSample[i] = nil
end
local characterAddonSounds = {
[CHAR_SOUND_PUNCH_YAH] = {sound = SOUND_ACTION_THROW, pitch = 1.1},
[CHAR_SOUND_PUNCH_WAH] = {sound = SOUND_ACTION_THROW, pitch = 1.0},
[CHAR_SOUND_PUNCH_HOO] = {sound = SOUND_ACTION_THROW, pitch = 0.9},
}
---@param m MarioState
---@param sound CharacterSound
---@param pos Vec3f?
function custom_character_sound(m, sound, pos)
local np = gNetworkPlayers[m.playerIndex]
local voiceTable = character_get_voice(m)
local voiceToggle = optionTable[optionTableRef.localVoices].toggle
local voiceOff = (voiceToggle == 0 or (voiceToggle == 2 and m.playerIndex ~= 0))
if m.playerIndex == 0 then
if not startup_init_stall() then
return NO_SOUND
end
end
local index = m.playerIndex
if playerSample[index] ~= nil and type(playerSample[index]) ~= TYPE_STRING then
stop_sound_with_reverb(playerSample[index])
end
-- Add punch "woosh" since NO_SOUND removes it
if characterAddonSounds[sound] and (voiceTable ~= nil or voiceOff) then
local soundInfo = characterAddonSounds[sound]
play_sound_with_freq_scale(soundInfo.sound, m.marioObj.header.gfx.cameraToObject, soundInfo.pitch);
end
-- Voice Toggle
if voiceOff then return NO_SOUND end
-- Vanilla Voicelines
if voiceTable == nil then return end
-- Load the appropriate sample
local voice = character_get_voice(m)[sound]
if voice == nil then return NO_SOUND end
if type(voice) == TYPE_TABLE then
if #voice > 0 then
playerSample[index] = voice[math.random(1, #voice)]
else
return NO_SOUND
end
else
playerSample[index] = voice
end
-- Play the sample
-- Volume based on sound type
local baseVolume = 1.0
if sound == CHAR_SOUND_SNORING1 or sound == CHAR_SOUND_SNORING2 or sound == CHAR_SOUND_SNORING3 then
baseVolume = 0.5
end
local position = pos or m.pos
local reverbAmount = 0x08
if levelReverbs[np.currLevelNum] ~= nil and levelReverbs[np.currLevelNum][np.currAreaIndex] ~= nil then
reverbAmount = levelReverbs[np.currLevelNum][np.currAreaIndex]/127
elseif smlua_level_util_get_info(np.currLevelNum) ~= nil then
local levelInfo = smlua_level_util_get_info(np.currLevelNum)
levelReverbs[np.currLevelNum] = {}
levelReverbs[np.currLevelNum][1] = levelInfo.echoLevel1 or reverbAmount
levelReverbs[np.currLevelNum][2] = levelInfo.echoLevel2 or reverbAmount
levelReverbs[np.currLevelNum][3] = levelInfo.echoLevel3 or reverbAmount
reverbAmount = levelReverbs[np.currLevelNum][np.currAreaIndex]/127
else
reverbAmount = levelReverbs[np.currLevelNum][1]/127
end
play_sound_with_reverb(playerSample[index], position, baseVolume, reverbAmount)
return NO_SOUND
end
---@param m MarioState
function custom_character_snore(m)
if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 or (optionTable[optionTableRef.localVoices].toggle == 2 and m.playerIndex ~= 0) then
-- Remove echo lines that should have played while paused
if #stalledAudio > 0 then
for i = 1, #stalledAudio do
if stalledAudio[i] ~= nil and stalledAudio[i].frame <= get_global_timer() then
table.remove(stalledAudio, i)
end
end
end
return
end
-- Putting echo stuffs in snore since it's on update
if #stalledAudio > 0 then
for i = 1, #stalledAudio do
if stalledAudio[i] ~= nil and stalledAudio[i].frame <= get_global_timer() then
local voice = stalledAudio[i]
audio_sample_play(voice.sample, voice.pos, voice.volume)
table.remove(stalledAudio, i)
end
end
end
if m.action ~= ACT_SLEEPING then
return
elseif m.actionState ~= 2 or (m.flags & MARIO_MARIO_SOUND_PLAYED) == 0 then
return
end
-- get the voice table
local voiceTable = character_get_voice(m)
-- Check nil table for vanilla voices
if voiceTable == nil then return end
-- Check empty table for no sound
if voiceTable == nil then return NO_SOUND end
local snoreTable = voiceTable[CHAR_SOUND_SNORING3]
if snoreTable == nil or snoreTable._pointer ~= nil then
snoreTable = {}
for i = CHAR_SOUND_SNORING1, CHAR_SOUND_SNORING3 do
if voiceTable[i] ~= nil then
table.insert(snoreTable, voiceTable[i])
end
end
end
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if snoreTable ~= nil and #snoreTable >= 2 then
if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then
custom_character_sound(m, snoreTable[2])
elseif animFrame == 25 then
if #snoreTable >= 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_character_sound(m, CHAR_SOUND_SNORING3)
elseif m.actionTimer < SLEEP_TALK_START then
play_character_sound(m, CHAR_SOUND_SNORING1)
end
else
play_character_sound(m, CHAR_SOUND_SNORING1)
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
local function update()
if is_game_paused() then
stop_all_custom_character_sounds()
end
end
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_LEVEL_INIT, stop_all_custom_character_sounds)
function config_character_sounds()
log_to_console_once("'config_character_sounds' is deprecated, and functionality is now baked into `character_add_voice`", CONSOLE_MESSAGE_WARNING)
end
-- Join sound
introLine = false
local function mario_update(m)
if m.playerIndex ~= 0 then return end
if startup_init_stall() and not introLine then
if m.action ~= ACT_INTRO_CUTSCENE then
play_character_sound(m, CHAR_SOUND_OKEY_DOKEY)
end
introLine = true
end
custom_character_snore(m)
end
hook_event(HOOK_CHARACTER_SOUND, custom_character_sound)
cs_hook_mario_update(mario_update)
-- Peach Line Replacements
---@param soundbits integer
---@param pos Vec3f
local function on_play_sound(soundbits,pos)
local endpeachsoundtable = {[SOUND_PEACH_MARIO] = true,[SOUND_PEACH_POWER_OF_THE_STARS] = true,[SOUND_PEACH_THANKS_TO_YOU] = true, [SOUND_PEACH_THANK_YOU_MARIO] = true,[SOUND_PEACH_SOMETHING_SPECIAL] = true,[SOUND_PEACH_BAKE_A_CAKE] = true,[SOUND_PEACH_FOR_MARIO] = true,[SOUND_PEACH_MARIO2] = true}
local m = gMarioStates[0]
if endpeachsoundtable[soundbits] and (character_get_voice(m) ~= nil) and (character_get_voice(m)[soundbits] ~= nil) then --ending peach cutscene sounds
custom_character_sound(m,soundbits,pos)
return NO_SOUND
elseif (soundbits == SOUND_PEACH_DEAR_MARIO) and (character_get_voice(m) ~= nil) and (character_get_voice(m)[soundbits] ~= nil) then --introduction peach sounds
custom_character_sound(m,soundbits,pos)
return NO_SOUND
elseif (soundbits == SOUND_MENU_THANK_YOU_PLAYING_MY_GAME) and (character_get_voice(m) ~= nil) and (character_get_voice(m)[soundbits] ~= nil) then --cake screen thank you for playing my game voice
custom_character_sound(m,soundbits,pos)
return NO_SOUND
end
end
hook_event(HOOK_ON_PLAY_SOUND, on_play_sound)