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tobspr_shapez.io/gulp/sounds.js

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import path from "path/posix";
import gulp from "gulp";
import { buildFolder } from "./config.js";
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import gulpAudiosprite from "gulp-audiosprite";
import gulpClean from "gulp-clean";
import gulpCache from "gulp-cache";
import gulpPlumber from "gulp-plumber";
import gulpFluentFfmpeg from "gulp-fluent-ffmpeg";
// Gather some basic infos
const soundsDir = path.join("..", "res_raw", "sounds");
const builtSoundsDir = path.join("..", "res_built", "sounds");
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export function clear() {
return gulp.src(builtSoundsDir, { read: false, allowEmpty: true }).pipe(gulpClean({ force: true }));
}
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const filters = ["volume=0.2"];
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const fileCache = new gulpCache.Cache({
cacheDirName: "shapezio-precompiled-sounds",
});
fix size overflow when building sounds (#676) Building the standalone with V8 v8 (Node v14) fails at step `sounds.musicHQ`, either by running out of memory or with the error "Invalid string length". Building with V8 v7 (Node v12) succeeds. This is because `gulp-cache` builds a 994-MB string when [stringifying file contents](https://github.com/jgable/gulp-cache/blob/master/src/task-proxy.js#L262) to cache them. V8 v8 [limits string length to around 537 MB](https://github.com/v8/v8/blob/master/src/objects/string.h#L384), and thus cannot represent this string. (V8 v7 allows around 1074 MB, which is why the build passes on Node v12.) But [`theme-full.mp3`](https://github.com/tobspr/shapez.io/blob/master/res_raw/sounds/music/theme-full.mp3) is only 79 MB: how did we get 1250% overhead? Unlike plaintext files, binary files are read as buffers, but [by default](https://github.com/jgable/gulp-cache/blob/master/src/index.js#L46) `gulp-cache` stringifies them naively, producing the extremely inefficient representation: ```` [ { "cwd": "/Users/tobspr/shapez.io/gulp", "base": "/Users/tobspr/shapez.io/res_raw/sounds/music", "contents": { "type": "Buffer", "data": [ 73, 68, 51, 4, 0, 0, …etc. ```` Fortunately, `gulp-cache` [can read base64-encoded cache files](https://github.com/jgable/gulp-cache/blob/master/src/index.js#L26). Instead of using the default file transform function, **pass a `value` option to base64-encode the file contents**. This results in only 33% overhead on cache file size (106 MB for the largest file). This has multiple benefits: - Fixes the build failure - Requires less memory (from 6 GB down to < 1 GB on my machine) - When cache files are found, the `sounds.musicHQ` is much faster (from ~30 s down to ~4 s on my machine) - Smaller cache files on disk
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function getFileCacheValue(file) {
const { _isVinyl, base, cwd, contents, history, stat, path } = file;
const encodedContents = Buffer.from(contents).toString("base64");
return { _isVinyl, base, cwd, contents: encodedContents, history, stat, path };
}
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// Encodes the game music
export function music() {
return gulp
.src([path.join(soundsDir, "music", "**", "*.wav"), path.join(soundsDir, "music", "**", "*.mp3")])
.pipe(gulpPlumber())
.pipe(
gulpCache(
gulpFluentFfmpeg("mp3", function (cmd) {
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return cmd
.audioBitrate(48)
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.audioChannels(1)
.audioFrequency(22050)
.audioCodec("libmp3lame")
.audioFilters(["volume=0.15"]);
}),
{
name: "music",
fileCache,
value: getFileCacheValue,
}
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)
)
.pipe(gulp.dest(path.join(builtSoundsDir, "music")));
}
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// Encodes the game music in high quality for the standalone
export function musicHQ() {
return gulp
.src([path.join(soundsDir, "music", "**", "*.wav"), path.join(soundsDir, "music", "**", "*.mp3")])
.pipe(gulpPlumber())
.pipe(
gulpCache(
gulpFluentFfmpeg("mp3", function (cmd) {
return cmd
.audioBitrate(256)
.audioChannels(2)
.audioFrequency(44100)
.audioCodec("libmp3lame")
.audioFilters(["volume=0.15"]);
}),
{
name: "music-high-quality",
fileCache,
value: getFileCacheValue,
}
)
)
.pipe(gulp.dest(path.join(builtSoundsDir, "music")));
}
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// Encodes the ui sounds
export function sfxGenerateSprites() {
return gulp
.src([path.join(soundsDir, "sfx", "**", "*.wav"), path.join(soundsDir, "sfx", "**", "*.mp3")])
.pipe(gulpPlumber())
.pipe(
gulpAudiosprite({
format: "howler",
output: "sfx",
gap: 0.1,
export: "mp3",
})
)
.pipe(gulp.dest(path.join(builtSoundsDir)));
}
export function sfxOptimize() {
return gulp
.src([path.join(builtSoundsDir, "sfx.mp3")])
.pipe(gulpPlumber())
.pipe(
gulpFluentFfmpeg("mp3", function (cmd) {
return cmd
.audioBitrate(128)
.audioChannels(1)
.audioFrequency(22050)
.audioCodec("libmp3lame")
.audioFilters(filters);
})
)
.pipe(gulp.dest(path.join(builtSoundsDir)));
}
export function sfxCopyAtlas() {
return gulp
.src([path.join(builtSoundsDir, "sfx.json")])
.pipe(gulp.dest(path.join("..", "src", "js", "built-temp")));
}
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export const sfx = gulp.series(sfxGenerateSprites, sfxOptimize, sfxCopyAtlas);
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export function copy() {
return gulp
.src(path.join(builtSoundsDir, "**", "*.mp3"))
.pipe(gulpPlumber())
.pipe(gulp.dest(path.join(buildFolder, "res", "sounds")));
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}
export const buildall = gulp.parallel(music, sfx);
export const buildallHQ = gulp.parallel(musicHQ, sfx);
export const fullbuild = gulp.series(clear, buildall, copy);
export const fullbuildHQ = gulp.series(clear, buildallHQ, copy);
export const dev = gulp.series(buildall, copy);