feat(io): bundle background music as classpath resources
Switch OggMusicBackend from streaming an external, git-ignored music/ folder (relative to the run directory) to streaming bundled classpath resources under /music/, so the four manor tracks ship inside the JAR and play out of the box — consistent with how fonts are bundled. The play loop reopens the resource each iteration via a BufferedInputStream (the vorbisspi SPI needs mark/reset to read the OGG header). Missing tracks still fall back to silence. Add the four converted OGG Vorbis tracks (manor-theme/cellar-drone/musicbox/ lament) under src/main/resources/music/, un-ignore that path, and re-anchor the gitignore so only the top-level MP3 source folder stays ignored. Update docs/music.md for the bundled approach and conversion recipes. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6
Semesterprojekt/.gitignore
vendored
6
Semesterprojekt/.gitignore
vendored
@@ -44,5 +44,7 @@ build/
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# Local save games and settings
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saves/
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# External background-music files (not bundled)
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music/
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# Source audio (MP3 originals); only the converted .ogg under
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# src/main/resources/music/ is tracked and bundled. Anchored so it
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# ignores the top-level source folder but not the resources path.
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/music/
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@@ -1,9 +1,10 @@
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# Background music (GUI)
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Background music plays only in the Swing GUI. It is **data-driven and external**:
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Background music plays only in the Swing GUI. It is **data-driven and bundled**:
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- Put `.ogg` (OGG Vorbis) files in a `music/` folder next to where you run the game.
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This folder is git-ignored and never bundled in the JAR.
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- Tracks live as `.ogg` (OGG Vorbis) files in `src/main/resources/music/`, so they
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are on the classpath and ship inside the JAR — the game plays music out of the box,
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with no external folder to set up.
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- A room plays a track via an optional `music:` field in `rooms.yaml`, e.g.
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`music: manor-theme.ogg`. Entering a room with a different track fades the old one
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out and the new one in (sequential, not an overlapping cross-fade);
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@@ -11,7 +12,21 @@ Background music plays only in the Swing GUI. It is **data-driven and external**
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seamlessly across rooms.
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- Volume is the **Music** setting (Off / Low / Medium / High) in the Settings menu,
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persisted to `saves/settings.json`. Off disables playback.
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- Missing files are ignored (silent) — the game never crashes over absent audio.
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- Missing tracks are ignored (silent) — the game never crashes over absent audio.
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- The console version is always silent.
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Decoding uses the `vorbisspi` + `jorbis` libraries via the `javax.sound` SPI.
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Decoding uses the `vorbisspi` + `jorbis` libraries via the `javax.sound` SPI;
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`OggMusicBackend` streams each track from the classpath (`/music/<track>`) on a
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daemon thread.
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## Adding or replacing a track
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1. Convert your source audio to OGG Vorbis. With ffmpeg:
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`ffmpeg -i in.mp3 -c:a libvorbis -q:a 5 out.ogg`
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or with gstreamer (no ffmpeg needed):
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`gst-launch-1.0 filesrc location=in.mp3 ! decodebin ! audioconvert ! audioresample ! vorbisenc quality=0.5 ! oggmux ! filesink location=out.ogg`
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2. Drop the `.ogg` into `src/main/resources/music/`.
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3. Reference it from a room's `music:` field in `rooms.yaml`.
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The four tracks shipped today: `manor-theme.ogg` (ground floor),
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`cellar-drone.ogg` (cellar), `musicbox.ogg` (upper floor), `lament.ogg` (chapel).
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@@ -7,20 +7,20 @@ import javax.sound.sampled.AudioInputStream;
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import javax.sound.sampled.AudioSystem;
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import javax.sound.sampled.FloatControl;
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import javax.sound.sampled.SourceDataLine;
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import java.nio.file.Files;
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import java.nio.file.Path;
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import java.io.BufferedInputStream;
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import java.io.InputStream;
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/**
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* Streams OGG Vorbis tracks from the external {@code music/} folder through a
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* {@link SourceDataLine}, looping, with ~400 ms gain fades. Decoding uses the
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* vorbisspi/jorbis {@code javax.sound} SPI. All playback runs on a daemon
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* thread; missing/undecodable files are logged and stay silent. GUI-only —
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* verified manually.
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* Streams OGG Vorbis tracks bundled on the classpath under {@code /music/}
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* through a {@link SourceDataLine}, looping, with ~400 ms gain fades. Decoding
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* uses the vorbisspi/jorbis {@code javax.sound} SPI. All playback runs on a
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* daemon thread; missing/undecodable files are logged and stay silent. GUI-only
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* — verified manually.
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*/
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@Slf4j
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public final class OggMusicBackend implements MusicBackend {
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private static final String MUSIC_DIR = "music";
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private static final String MUSIC_DIR = "/music/";
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private static final int FADE_MS = 400;
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private static final int FADE_STEPS = 20;
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private static final int BUFFER = 4096;
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@@ -35,13 +35,13 @@ public final class OggMusicBackend implements MusicBackend {
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public synchronized void fadeTo(String track, float gainDb) {
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stopCurrent();
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targetGainDb = gainDb;
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Path file = Path.of(MUSIC_DIR, track);
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if (!Files.isReadable(file)) {
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log.warn("Music file not found, staying silent: {}", file);
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String resource = MUSIC_DIR + track;
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if (getClass().getResource(resource) == null) {
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log.warn("Music resource not found, staying silent: {}", resource);
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return;
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}
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stopping = false;
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playThread = new Thread(() -> playLoop(file, gainDb), "music");
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playThread = new Thread(() -> playLoop(resource, gainDb), "music");
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playThread.setDaemon(true);
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playThread.start();
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}
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@@ -80,11 +80,14 @@ public final class OggMusicBackend implements MusicBackend {
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playThread = null;
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}
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private void playLoop(Path file, float gainDb) {
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private void playLoop(String resource, float gainDb) {
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SourceDataLine l = null;
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try {
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while (!stopping) {
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try (AudioInputStream in = AudioSystem.getAudioInputStream(file.toFile())) {
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// Reopen the bundled resource each loop; BufferedInputStream gives
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// the SPI the mark/reset support it needs to read the OGG header.
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try (InputStream res = getClass().getResourceAsStream(resource);
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AudioInputStream in = AudioSystem.getAudioInputStream(new BufferedInputStream(res))) {
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AudioFormat base = in.getFormat();
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AudioFormat pcm = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED,
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base.getSampleRate(), 16, base.getChannels(),
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@@ -106,7 +109,7 @@ public final class OggMusicBackend implements MusicBackend {
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}
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}
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} catch (Exception e) {
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log.warn("Music playback failed for {}: {}", file, e.getMessage());
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log.warn("Music playback failed for {}: {}", resource, e.getMessage());
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} finally {
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if (l != null) {
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try {
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BIN
Semesterprojekt/src/main/resources/music/cellar-drone.ogg
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Semesterprojekt/src/main/resources/music/cellar-drone.ogg
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Semesterprojekt/src/main/resources/music/lament.ogg
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Semesterprojekt/src/main/resources/music/lament.ogg
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Semesterprojekt/src/main/resources/music/manor-theme.ogg
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Semesterprojekt/src/main/resources/music/manor-theme.ogg
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Semesterprojekt/src/main/resources/music/musicbox.ogg
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Semesterprojekt/src/main/resources/music/musicbox.ogg
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