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zz_music_selector.rpy
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zz_music_selector.rpy
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# Module that handles the music selection screen
# we start with zz to ensure this loads LAST
#
# NOTE: We added support for custom music.
# To add custom music to your game:
# 1. Ensure that the custom music is of OGG/VORBIS / MP3 / OPUS format.
# 2. Add a directory "custom_bgm" in your DDLC/ directory.
# 3. Drop your music into that directory.
# 4. Start the game
default persistent._mas_pm_added_custom_bgm = False
# music inits first, so the screen can be made well
init -1 python in songs:
import os
import mutagen.mp3 as muta3
import mutagen.oggopus as mutaopus
import mutagen.oggvorbis as mutaogg
import store
# MUSICAL CONSTANTS
# SONG NAMES
PIANO_COVER = "Your Reality (Piano Cover)"
JUST_MONIKA = "Just Monika"
YOURE_REAL = "Your Reality"
STILL_LOVE = "I Still Love You"
MY_FEELS = "My Feelings"
MY_CONF = "My Confession"
OKAY_EV_MON = "Okay, Everyone! (Monika)"
DDLC_MT_80 = "Doki Doki Theme (80s ver.)"
SAYO_NARA = "Surprise!"
SAYO_NARA_SENS = "Sayonara"
PLAYWITHME_VAR6 = "Play With Me (Variant 6)"
YR_EUROBEAT = "Your Reality (Eurobeat ver.)"
MONIKA_LULLABY = "Monika's Lullaby"
NO_SONG = "No Music"
# SONG FILEPATHS
FP_PIANO_COVER = "mod_assets/bgm/runereality.ogg"
FP_JUST_MONIKA = "bgm/m1.ogg"
FP_YOURE_REAL = "bgm/credits.ogg"
FP_STILL_LOVE = "bgm/monika-end.ogg"
FP_MY_FEELS = "<loop 3.172>bgm/9.ogg"
FP_MY_CONF = "<loop 5.861>bgm/10.ogg"
FP_OKAY_EV_MON = "<loop 4.444>bgm/5_monika.ogg"
FP_DDLC_MT_80 = (
"<loop 17.451 to 119.999>mod_assets/bgm/ddlc_maintheme_80s.ogg"
)
FP_SAYO_NARA = "<loop 36.782>bgm/d.ogg"
FP_PLAYWITHME_VAR6 = "<loop 43.572>bgm/6s.ogg"
FP_YR_EUROBEAT = "<loop 1.414>mod_assets/bgm/eurobeatreality.ogg"
FP_MONIKA_LULLABY = "<loop 0.01>mod_assets/bgm/Monika's Lullaby.ogg"
FP_THIRTY_MIN_OF_SILENCE = "<silence 1800.0>"
FP_NO_SONG = None
# functions
def adjustVolume(channel="music",up=True):
#
# Adjusts the volume of the given channel by the volume bump value
#
# IN:
# channel - the channel to adjust volume
# (DEFAULT: music)
# up - True means increase volume, False means decrease
# (DEFAULT: True)
direct = 1
if not up:
direct = -1
# volume checks
new_vol = _sanitizeVolume(getUserVolume(channel)+(direct*vol_bump))
setUserVolume(new_vol, channel)
def getVolume(channel):
"""
Gets the volume of the given audio channel.
NOTE: gets the real volume, not user-defined slider volume.
IN:
channel - audio channel to get volume for (string)
RETURNS: volume of the audio channel as double/float
"""
return renpy.audio.audio.get_channel(channel).context.secondary_volume
def getUserVolume(channel):
"""
Gets user-defined slider volume of the given channel.
NOTE: this is indepenent of the actual channel volume.
Using set_volume will NOT affect this.
IN:
channel - audio channel to get volume for (string)
RETURNS: value of the user slider for the audio channel (double/float)
"""
return renpy.game.preferences.volumes.get(
renpy.audio.audio.get_channel(channel).mixer,
0.0
)
def hasMusicMuted():
"""
Checks if the player has the music channel muted or the 'Mute All' option enabled.
RETURNS: True if the music channel is muted or the 'Mute All' option is enabled, False otherwise
"""
return renpy.game.preferences.mute["music"] or getUserVolume("music") == 0.0
def getPlayingMusicName():
#
# Gets the name of the currently playing song.
#
# IN:
# channel - the audio channel to get the playing file
#
# RETURNS:
# The name of the currently playing song, as defined here in
# music_choices, Or None if nothing is currently playing
#
# ASSUMES:
# music_choices (songs store)
curr_filename = renpy.music.get_playing()
# check for brackets (so we can confine the check to filename only)
if curr_filename:
bracket_endex = curr_filename.find(">")
if bracket_endex >= 0:
curr_filename = curr_filename[bracket_endex:]
# go through music choices and find the match
for name,song in music_choices:
# bracket check
if song: # None check
bracket_endex = song.find(">")
if bracket_endex >= 0:
check_song = song[bracket_endex:]
else:
check_song = song
else:
check_song = song
if curr_filename == check_song:
return name
return None
def initMusicChoices(sayori=False):
#
# Sets up the music choices list
#
# IN:
# sayori - True if the player name is sayori, which means only
# allow Surprise in the player
global music_choices
global music_pages
music_choices = list()
# SONGS:
# if you want to add a song, add it to this list as a tuple, where:
# [0] -> Title of song
# [1] -> Path to song
if not sayori:
music_choices.append((JUST_MONIKA, FP_JUST_MONIKA))
music_choices.append((YOURE_REAL, FP_YOURE_REAL))
# Shoutout to Rune0n for this wonderful piano cover!
music_choices.append((PIANO_COVER, FP_PIANO_COVER))
# Shoutout to TheAloofPotato for this wonderful eurobeat version!
music_choices.append((YR_EUROBEAT, FP_YR_EUROBEAT))
music_choices.append((STILL_LOVE, FP_STILL_LOVE))
music_choices.append((MY_FEELS, FP_MY_FEELS))
music_choices.append((MY_CONF, FP_MY_CONF))
music_choices.append((OKAY_EV_MON, FP_OKAY_EV_MON))
music_choices.append((PLAYWITHME_VAR6, FP_PLAYWITHME_VAR6))
# BIG SHOUTOUT to HalHarrison for this lovely track!
music_choices.append((DDLC_MT_80, FP_DDLC_MT_80))
# NOTE: this is locked until we can set this up later.
# music_choices.append((MONIKA_LULLABY, FP_MONIKA_LULLABY))
# sayori only allows this
music_choices.append((SAYO_NARA, FP_SAYO_NARA))
# grab custom music
__scanCustomBGM(music_choices)
# separte the music choices into pages
music_pages = __paginate(music_choices)
def setUserVolume(value, channel):
"""
Sets user volume to the given value.
NOTE: this does a preference edit, so there's no delay options.
NOTE: this changes mixer volume, so it may affect other channels.
IN:
value - value to set volume to. Should be between 0.0 and 1.0.
channel - channel to set.
"""
chan = renpy.audio.audio.get_channel(channel)
if chan.mixer in renpy.game.preferences.volumes:
renpy.game.preferences.volumes[chan.mixer] = _sanitizeVolume(value)
def _sanitizeVolume(value):
"""
Santizes the given value as if it were a volume.
NOTE: does not check if its a number.
IN:
value - value to sanitize
RETURNS: valid volume value
"""
if value < 0.0:
return 0.0
elif value > 1.0:
return 1.0
return value
def __paginate(music_list):
"""
Paginates the music list and returns a dict of the pages.
IN:
music_list - list of music choice tuples (see initMusicChoices)
RETURNS:
dict of music choices, paginated nicely:
[0]: first page of music
[1]: next page of music
...
[n]: last page of music
"""
pages_dict = dict()
page = 0
leftovers = music_list
while len(leftovers) > 0:
music_page, leftovers = __genPage(leftovers)
pages_dict[page] = music_page
page += 1
return pages_dict
def __genPage(music_list):
"""
Generates the a page of music choices
IN:
music_list - list of music choice tuples (see initMusicChoices)
RETURNS:
tuple of the following format:
[0] - page of the music choices
[1] - reamining items in the music_list
"""
return (music_list[:PAGE_LIMIT], music_list[PAGE_LIMIT:])
def __scanCustomBGM(music_list):
"""
Scans the custom music directory for custom musics and adds them to
the given music_list.
IN/OUT:
music_list - list of music tuples to append to
"""
# TODO: make song names / other tags configurable
# No custom directory? abort
if not os.access(custom_music_dir, os.F_OK):
return
# get the oggs
found_files = os.listdir(custom_music_dir)
found_oggs = [
ogg_file
for ogg_file in found_files # these are not all just oggs.
if (
isValidExt(ogg_file)
and os.access(custom_music_dir + ogg_file, os.R_OK)
)
]
if len(found_oggs) == 0:
# no custom songs found, please move on
return
# otherwise, we got some songs to add
for ogg_file in found_oggs:
# time to tag
filepath = custom_music_dir + ogg_file
_audio_file, _ext = _getAudioFile(filepath)
if _audio_file is not None:
# we only care if we even have an audio file
disp_name = _getDispName(_audio_file, _ext, ogg_file)
# loop prefix
loop_prefix = _getLoopData(_audio_file, _ext)
# add to the menu
music_list.append((
cleanGUIText(disp_name),
loop_prefix + custom_music_reldir + ogg_file
))
# we added something!
store.persistent._mas_pm_added_custom_bgm = True
def _getAudioFile(filepath):
"""
Atteempts to retrive the correct audio object based on file extension
IN:
filepath - full filepath to the audio file we want
RETURNS:
tuple of the following format:
[0]: audio object we want (May be None if this failed to load)
[1]: extension of this audio object
"""
if filepath.endswith(EXT_MP3):
return (_getMP3(filepath), EXT_MP3)
elif filepath.endswith(EXT_OGG):
return (_getOgg(filepath), EXT_OGG)
elif filepath.endswith(EXT_OPUS):
return (_getOpus(filepath), EXT_OPUS)
# otherwise, failure
return (None, None)
def _getDispName(_audio_file, _ext, _filename):
"""
Attempts to retreive the display name for an audio file
If that fails, then it will use the _filename as song name, minus
extension.
IN:
_audio_file - audio object
_ext - extension of the audio file
_filename - filename of the audio file
RETURNS:
The name of this Song (probably)
"""
disp_name = None
if _audio_file.tags is not None:
if _ext == EXT_MP3:
disp_name = _getMP3Name(_audio_file)
elif _ext == EXT_OGG:
disp_name = _getOggName(_audio_file)
elif _ext == EXT_OPUS:
disp_name = _getOggName(_audio_file)
if not disp_name:
# let's just use filename minus extension at this point
return _filename[:-(len(_ext))]
return disp_name
def _getLoopData(_audio_file, _ext):
"""
Attempts to retrieve loop data from the given audio file and
generates the appropraite string to put in front of the file name
IN:
_audio_file - audio object
_ext - extension of hte audio file
RETURNS:
loop string, or and empty string if no loop string available
"""
if _audio_file.tags is None:
return ""
if _ext == EXT_MP3:
# NOTE: we do not support mp3 looping atm
return ""
if _ext == EXT_OGG:
return _getOggLoop(_audio_file, _ext)
elif _ext == EXT_OPUS:
return _getOggLoop(_audio_file, _ext)
return ""
def _getMP3(filepath):
"""
Attempts to retrieve the MP3 object from the given audio file
IN:
filepath - full filepath to the mp3 file want tags from
RETURNS:
mutagen.mp3.EasyMP3 object, or None if we coudlnt do it
"""
try:
return muta3.EasyMP3(filepath)
except:
return None
def _getMP3Name(_audio_file):
"""
Attempts to retrieve song name from mp3 id3 tag
IN:
_audio_file - audio object
RETURNS:
The display name for this song, or None if not possible
"""
# NOTE: because we are using EasyID3, we can do the same thing Ogg
# does
return _getOggName(_audio_file)
def _getOgg(filepath):
"""
Attempts to retreive the Ogg object from the given audio file
IN:
filepath - full filepath to the ogg file
RETURNS:
mutagen.ogg.OggVorbis or None if we coudlnt get the info
"""
try:
return mutaogg.OggVorbis(filepath)
except:
return None
def _getOggName(_audio_file):
"""
Attempts to retreive song name from Ogg tag
IN:
_audio_file - audio object
RETURNS:
The display name for this song, or None if not possible
"""
song_names = _audio_file.tags.get(MT_TITLE, [])
song_artists = _audio_file.tags.get(MT_ARTIST, [])
if not song_names:
# we need the song name at the very least to do this
return None
# we will select the first item by default. No custommization here
sel_name = song_names[0]
# if we have an artist, we'll pair the two and ship it as display name
if song_artists:
sel_art = song_artists[0]
return sel_art + " - " + sel_name
# otherwise, just name is fine
return sel_name
def _getOggLoop(_audio_file, _ext):
"""
Attempts to retreive loop data from Ogg tags
IN:
_audio_file - audio object
_ext - extension of the audio file
RETURNS:
the loop string we should use, or "" if no loop
"""
# first, try MAS tags
loopstart = _audio_file.tags.get(MT_LSTART, [])
loopend = _audio_file.tags.get(MT_LEND, [])
if loopstart or loopend:
return _getOggLoopMAS(loopstart, loopend, _audio_file)
# if not found, double check that we are ogg before continuing
if _ext != EXT_OGG:
return ""
# if ogg, we can try the RPGMaker sample tags
loopstart = _audio_file.tags.get(MT_LSSTART, [])
looplen = _audio_file.tags.get(MT_LSEND, [])
if loopstart:
return _getOggLoopRPG(loopstart, looplen, _audio_file)
return ""
def _getOggLoopMAS(loopstart, loopend, _audio_file):
"""
Attempts to retrieve MAS-based loop data from Ogg tags
IN:
loopstart - list of loopstart tags
loopend - list of loopend tags
_audio_file - audio object
RETURNS:
the loop string we should use or "" if no loop
"""
# now try to float these values
try:
if loopstart:
loopstart = float(loopstart[0])
else:
loopstart = None
if loopend:
loopend = float(loopend[0])
else:
loopend = None
except:
# error in parsing loop tags? just assume invalid all the way
return ""
# otherwise, we now have floats
# validate these values
if loopstart is not None and loopstart < 0:
loopstart = 0
if loopend is not None and loopend > _audio_file.info.length:
loopend = None
# NOTE: we shoudl for sure have at least one of these tags by now
# now we can build the tag
_tag_elems = [RPY_START]
if loopstart is not None:
_tag_elems.append(RPY_FROM)
_tag_elems.append(str(loopstart))
if loopend is not None:
_tag_elems.append(RPY_TO)
_tag_elems.append(str(loopend))
_tag_elems.append(RPY_END)
return " ".join(_tag_elems)
def _getOggLoopRPG(loopstart, looplen, _audio_file):
"""
Attempts to retrieve RPGMaker-based loop data form Ogg tags
NOTE: unlike the MAS tags, loopstart is REQUIRED
IN:
loopstart - list of loopstart tags
looplen - list of loop length tags
_audio_file - audio object
RETURNS:
the loop string we should use or "" if no loop
"""
# int these values
try:
loopstart = int(loopstart[0])
if looplen:
looplen = int(looplen[0])
else:
looplen = None
except:
# error in parsing tags.
return ""
# now we have ints
# convert these into seconds
_sample_rate = float(_audio_file.info.sample_rate)
loopstart = loopstart / _sample_rate
if looplen is not None:
looplen = looplen / _sample_rate
# validations
if loopstart < 0:
loopstart = 0
loopend = None
if looplen is not None:
# calculate endpoint
loopend = loopstart + looplen
if loopend > _audio_file.info.length:
loopend = None
# now we can bulid the tag
_tag_elems = [
RPY_START,
RPY_FROM,
str(loopstart)
]
if loopend is not None:
_tag_elems.append(RPY_TO)
_tag_elems.append(str(loopend))
_tag_elems.append(RPY_END)
return " ".join(_tag_elems)
def _getOpus(filepath):
"""
Attempts to retrieve the Opus object from the given audio file
IN:
filepath - full filepath to the opus file
RETURNS:
mutagen.ogg.OggOpus or None if we couldnt get the info
"""
try:
return mutaopus.OggOpus(filepath)
except:
return None
def isValidExt(filename):
"""
Checks if the given filename has an appropriate extension
IN:
filename - filename to check
RETURNS:
True if valid extension, false otherwise
"""
for ext in VALID_EXT:
if filename.endswith(ext):
return True
return False
def cleanGUIText(unclean):
"""
Cleans the given text so its applicable for gui usage
IN:
unclean - unclean text
RETURNS:
cleaned text
"""
# bad text to be removed:
bad_text = ("{", "}", "[", "]")
# NOTE: for bad text, we just replace with empty
cleaned_text = unclean
for bt_el in bad_text:
cleaned_text = cleaned_text.replace(bt_el, "")
return cleaned_text
def isInMusicList(filepath):
"""
Checks if the a song with the given filepath is in the music choices
list
IN:
filepath - filepath of song to check
RETURNS:
True if filepath is in the music_choices list, False otherwise
"""
for name,fpath in music_choices:
if filepath == fpath:
return True
return False
# defaults
# FIRST_PAGE_LIMIT = 10
PAGE_LIMIT = 10
current_track = "bgm/m1.ogg"
selected_track = current_track
menu_open = False
# enables / disables the music menu
# NOTE: not really used
enabled = True
vol_bump = 0.1 # how much to increase volume by
# contains the song list
music_choices = list()
music_pages = dict() # song pages dict
# custom music directory
custom_music_dir = "custom_bgm"
custom_music_reldir = "../" + custom_music_dir + "/"
# valid extensions for music
# NOTE: Renpy also supports WAV, but only uncompressed PCM, so lets not
# assume that the user knows how to change song formats.
EXT_OPUS = ".opus"
EXT_OGG = ".ogg"
EXT_MP3 = ".mp3"
VALID_EXT = [
EXT_OPUS,
EXT_OGG,
EXT_MP3
]
# metadata tags
MT_TITLE = "title"
MT_ARTIST = "artist"
# NOTE: we default looping, so think of this as loop start and loop end
# seconds to start playback
MT_LSTART = "masloopstart"
# seconds to end playback
MT_LEND = "masloopend"
# for RPGMaker support
# samples to start playback
MT_LSSTART = "loopstart"
# length of loop
MT_LSEND = "looplength"
# renpy audio tags
RPY_START = "<"
RPY_FROM = "loop"
RPY_TO = "to"
RPY_END = ">"
# some post screen init is setting volume to current settings
init 10 python in songs:
# for muting
music_volume = getVolume("music")
# non store post inint stuff
init 10 python:
# setupthe custom music directory
store.songs.custom_music_dir = (
config.basedir + "/" + store.songs.custom_music_dir + "/"
).replace("\\", "/")
if store.mas_egg_manager.sayori_enabled():
# sayori specific
# init choices
store.songs.initMusicChoices(True)
# setup start songs
store.songs.current_track = store.songs.FP_SAYO_NARA
store.songs.selected_track = store.songs.FP_SAYO_NARA
persistent.current_track = store.songs.FP_SAYO_NARA
else:
# non sayori stuff
# init choices
store.songs.initMusicChoices(False)
# double check track existence
if not store.songs.isInMusicList(persistent.current_track):
# non existence song becomes No Music
persistent.current_track = None
# setup start songs
store.songs.current_track = persistent.current_track
store.songs.selected_track = store.songs.current_track
# MUSIC MENU ##################################################################
# This is the music selection menu
###############################################################################
# here we are copying game_menu's layout
#style music_menu_outer_frame is empty
#style music_menu_navigation_frame is empty
#style music_menu_content_frame is empty
#style music_menu_viewport is gui_viewport
#style music_menu_side is gui_side
#style music_menu_scrollbar is gui_vscrollbar
#style music_menu_label is gui_label
#style music_menu_label_text is gui_label_text
#style music_menu_return_button is navigation_button
style music_menu_navigation_frame is game_menu_navigation_frame
style music_menu_navigation_frame_dark is game_menu_navigation_frame
style music_menu_content_frame is game_menu_content_frame
style music_menu_content_frame_dark is game_menu_content_frame
style music_menu_viewport is game_menu_viewport
style music_menu_side is game_menu_side
style music_menu_label is game_menu_label
style music_menu_label_dark is game_menu_label_dark
style music_menu_label_text is game_menu_label_text
style music_menu_label_text_dark is game_menu_label_text_dark
style music_menu_return_button is return_button
style music_menu_return_button_dark is return_button
style music_menu_return_button_text is navigation_button_text
style music_menu_return_button_text_dark is navigation_button_text_dark
style music_menu_prev_button is return_button
style music_menu_prev_button_dark is return_button
style music_menu_prev_button_text is navigation_button_text
style music_menu_prev_button_text_dark is navigation_button_text_dark
style music_menu_outer_frame is game_menu_outer_frame:
background "mod_assets/music_menu.png"
style music_menu_outer_frame_dark is game_menu_outer_frame_dark:
background "mod_assets/music_menu_d.png"
style music_menu_button is navigation_button
style music_menu_button_text is navigation_button_text:
properties gui.button_text_properties("navigation_button")
font store.mas_ui.music_menu_font
color "#fff"
outlines [(4, "#b59", 0, 0), (2, "#b59", 2, 2)]
hover_outlines [(4, "#fac", 0, 0), (2, "#fac", 2, 2)]
insensitive_outlines [(4, "#fce", 0, 0), (2, "#fce", 2, 2)]
style music_menu_button_text_dark is navigation_button_text:
properties gui.button_text_properties("navigation_button")
font store.mas_ui.music_menu_font
color "#FFD9E8"
outlines [(4, "#DE367E", 0, 0), (2, "#DE367E", 2, 2)]
hover_outlines [(4, "#FF80B7", 0, 0), (2, "#FF80B7", 2, 2)]
insensitive_outlines [(4, "#FFB2D4", 0, 0), (2, "#FFB2D4", 2, 2)]
# Music menu
#
# IN:
# music_page - current page of music
# page_num - current page number
# more_pages - true if there are more pages left
#
screen music_menu(music_page, page_num=0, more_pages=False):
modal True
$ import store.songs as songs
# logic to ensure Return works
if songs.current_track is None:
$ return_value = songs.NO_SONG
else:
$ return_value = songs.current_track
# allows the music menu to quit using hotkey
key "noshift_M" action Return(return_value)
key "noshift_m" action Return(return_value)
zorder 200
style_prefix "music_menu"
frame:
style "music_menu_outer_frame"
hbox:
frame:
style "music_menu_navigation_frame"
frame:
style "music_menu_content_frame"
transclude
# this part copied from navigation menu
vbox:
style_prefix "music_menu"
xpos gui.navigation_xpos
# yalign 0.4
spacing gui.navigation_spacing
# wonderful loop so we can dynamically add songs
for name,song in music_page:
textbutton _(name) action Return(song)
vbox:
yalign 1.0
hbox:
# dynamic prevous text, so we can keep button size alignments
if page_num > 0:
textbutton _("<<<< Prev"):
style "music_menu_prev_button"
action Return(page_num - 1)
else:
textbutton _(""):
style "music_menu_prev_button"
xsize 126
sensitive False
# if more_pages:
# textbutton _(" | "):
# xsize 50
# text_font "gui/font/Halogen.ttf"
# text_align 0.5
# sensitive False
if more_pages:
textbutton _("Next >>>>"):
style "music_menu_return_button"
action Return(page_num + 1)
textbutton _(songs.NO_SONG):
style "music_menu_return_button"
action Return(songs.NO_SONG)
textbutton _("Return"):
style "music_menu_return_button"
action Return(return_value)
label "Music Menu"
# sets locks and calls hte appropriate screen
label display_music_menu:
# set var so we can block multiple music menus
python:
import store.songs as songs
songs.menu_open = True
song_selected = False
curr_page = 0
# loop until we've selected a song
while not song_selected:
# setup pages
$ music_page = songs.music_pages.get(curr_page, None)
if music_page is None:
# this should never happen. Immediately quit with None
return songs.NO_SONG
# otherwise, continue formatting args
$ next_page = (curr_page + 1) in songs.music_pages
call screen music_menu(music_page, page_num=curr_page, more_pages=next_page)
# obtain result
$ curr_page = _return
$ song_selected = _return not in songs.music_pages