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vcmi/client/media/CSoundHandler.h

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/*
* CSoundHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "CAudioBase.h"
#include "ISoundPlayer.h"
#include "../lib/CConfigHandler.h"
struct Mix_Chunk;
class CSoundHandler final : public CAudioBase, public ISoundPlayer
{
private:
struct MixChunkDeleter
{
void operator ()(Mix_Chunk *);
};
using MixChunkPtr = std::unique_ptr<Mix_Chunk, MixChunkDeleter>;
//update volume on configuration change
SettingsListener listener;
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void onVolumeChange(const JsonNode & volumeNode);
using CachedChunk = std::pair<MixChunkPtr, std::unique_ptr<ui8[]>>;
/// List of all permanently cached sound chunks
std::map<AudioPath, CachedChunk> soundChunks;
/// List of all currently playing chunks that are currently playing
/// and should be deallocated once channel playback is over
/// indexed by channel ID
std::map<int, MixChunkPtr> uncachedPlayingChunks;
MixChunkPtr getSoundChunk(const AudioPath & sound);
Mix_Chunk * getSoundChunkCached(const AudioPath & sound);
MixChunkPtr getSoundChunk(std::pair<std::unique_ptr<ui8[]>, si64> & data);
/// have entry for every currently active channel
/// vector will be empty if callback was not set
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std::map<int, std::vector<std::function<void()>>> callbacks;
/// Protects access to callbacks member to avoid data races:
/// SDL calls sound finished callbacks from audio thread
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std::mutex mutexCallbacks;
int ambientDistToVolume(int distance) const;
void ambientStopSound(const AudioPath & soundId);
void updateChannelVolume(int channel);
const JsonNode ambientConfig;
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std::mutex mutex;
std::map<AudioPath, int> ambientChannels;
std::map<int, int> channelVolumes;
int volume = 0;
void initCallback(int channel, const std::function<void()> & function);
void initCallback(int channel);
void storeChunk(int channel, MixChunkPtr chunk);
int playSoundImpl(const AudioPath & sound, int repeats, bool useCache);
public:
CSoundHandler();
~CSoundHandler();
ui32 getVolume() const final;
void setVolume(ui32 percent) final;
void setChannelVolume(int channel, ui32 percent);
// Sounds
uint32_t getSoundDurationMilliseconds(const AudioPath & sound) final;
int playSound(soundBase::soundID soundID) final;
int playSound(const AudioPath & sound) final;
int playSoundLooped(const AudioPath & sound) final;
int playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data) final;
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int playSoundFromSet(std::vector<soundBase::soundID> & sound_vec) final;
void stopSound(int handler) final;
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void pauseSound(int handler) final;
void resumeSound(int handler) final;
void setCallback(int channel, std::function<void()> function) final;
void resetCallback(int channel) final;
void soundFinishedCallback(int channel) final;
int ambientGetRange() const final;
void ambientUpdateChannels(std::map<AudioPath, int> currentSounds) final;
void ambientStopAllChannels() final;
};