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vcmi/hch/CMusicHandler.cpp

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2008-01-09 19:21:31 +02:00
#include "../stdafx.h"
#include <sstream>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/bimap.hpp>
#include <SDL_mixer.h>
#include "CSndHandler.h"
#include "CMusicHandler.h"
#include "CCreatureHandler.h"
#include "../CGameInfo.h"
/*
* CMusicHandler.cpp, 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
*
*/
using namespace boost::assign;
static boost::bimap<soundBase::soundID, std::string> sounds;
// Not pretty, but there's only one music handler object in the game.
static void musicFinishedCallbackC(void) {
CGI->mush->musicFinishedCallback();
}
CMusicHandler::~CMusicHandler()
{
if (!audioInit)
return;
if (sndh) {
Mix_HaltChannel(-1);
delete sndh;
}
std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
for (it=soundChunks.begin(); it != soundChunks.end(); it++) {
if (it->second)
Mix_FreeChunk(it->second);
}
Mix_HookMusicFinished(NULL);
musicMutex.lock();
if (currentMusic) {
Mix_HaltMusic();
Mix_FreeMusic(currentMusic);
}
if (nextMusic)
Mix_FreeMusic(nextMusic);
musicMutex.unlock();
Mix_CloseAudio();
}
void CMusicHandler::initMusics()
{
if (audioInit)
return;
if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
{
printf("Mix_OpenAudio error: %s!!!\n", Mix_GetError());
return;
}
audioInit = true;
// Map sound names
#define VCMI_SOUND_NAME(x) ( soundBase::x,
#define VCMI_SOUND_FILE(y) #y )
sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
VCMI_SOUND_LIST;
#undef VCMI_SOUND_NAME
#undef VCMI_SOUND_FILE
// Vectors for helper(s)
pickup_sounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
horseSounds += // must be the same order as terrains (see EtrrainType);
soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
soundBase::horseSubterranean, soundBase::horseLava,
soundBase::horseWater, soundBase::horseRock;
// Map music IDs
#define VCMI_MUSIC_ID(x) ( musicBase::x ,
#define VCMI_MUSIC_FILE(y) y )
musics = map_list_of
VCMI_MUSIC_LIST;
#undef VCMI_MUSIC_NAME
#undef VCMI_MUSIC_FILE
Mix_HookMusicFinished(musicFinishedCallbackC);
// Vector for helper
battleMusics += musicBase::combat1, musicBase::combat2,
musicBase::combat3, musicBase::combat4;
// Load sounds
sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
nextMusic = NULL;
}
// Allocate an SDL chunk and cache it.
Mix_Chunk *CMusicHandler::GetSoundChunk(soundBase::soundID soundID)
{
// Find its name
boost::bimap<soundBase::soundID, std::string>::left_iterator it;
it = sounds.left.find(soundID);
if (it == sounds.left.end())
return NULL;
// Load and insert
int size;
const char *data = sndh->extract(it->second, size);
if (!data)
return NULL;
SDL_RWops *ops = SDL_RWFromConstMem(data, size);
Mix_Chunk *chunk;
chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
if (!chunk) {
tlog1 << "Unable to mix sound" << it->second << "(" << Mix_GetError() << ")" << std::endl;
return NULL;
}
soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
return chunk;
}
// Get a soundID given a filename
soundBase::soundID CMusicHandler::getSoundID(std::string &fileName)
{
boost::bimap<soundBase::soundID, std::string>::right_iterator it;
it = sounds.right.find(fileName);
if (it == sounds.right.end())
return soundBase::invalid;
else
return it->second;
}
void CMusicHandler::initCreaturesSounds(std::vector<CCreature> &creatures)
{
tlog5 << "\t\tReading config/cr_sounds.txt" << std::endl;
std::ifstream ifs("config/cr_sounds.txt");
std::string line;
while(getline(ifs, line))
{
std::string cname="", attack="", defend="", killed="", move="",
shoot="", wince="", ext1="", ext2="";
std::stringstream str(line);
str >> cname >> attack >> defend >> killed >> move >> shoot >> wince >> ext1 >> ext2;
if (cname[0] == '#')
// That's a comment. Discard.
continue;
if (str.good() || (str.eof() && wince != ""))
{
int id = CGI->creh->nameToID[cname];
CCreature &c = CGI->creh->creatures[id];
if (c.sounds.killed != soundBase::invalid)
tlog1 << "Creature << " << cname << " already has sounds" << std::endl;
c.sounds.attack = getSoundID(attack);
c.sounds.defend = getSoundID(defend);
c.sounds.killed = getSoundID(killed);
c.sounds.move = getSoundID(move);
c.sounds.shoot = getSoundID(shoot);
c.sounds.wince = getSoundID(wince);
c.sounds.ext1 = getSoundID(ext1);
c.sounds.ext2 = getSoundID(ext2);
// Special creatures
if (c.idNumber == 55 || // Archdevil
c.idNumber == 62 || // Vampire
c.idNumber == 62) // Vampire Lord
{
c.sounds.startMoving = c.sounds.ext1;
c.sounds.endMoving = c.sounds.ext2;
}
}
}
ifs.close();
ifs.clear();
// Find creatures without sounds
for(unsigned int i=0;i<CGI->creh->creatures.size();i++)
{
// Note: this will exclude war machines, but it's better
// than nothing.
if (vstd::contains(CGI->creh->notUsedMonsters, i))
continue;
CCreature &c = CGI->creh->creatures[i];
if (c.sounds.killed == soundBase::invalid)
tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
}
}
// Plays a sound, and return its channel so we can fade it out later
int CMusicHandler::playSound(soundBase::soundID soundID, int repeats)
{
int channel;
Mix_Chunk *chunk;
std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
if (!sndh)
return -1;
chunk = GetSoundChunk(soundID);
if (chunk)
{
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
tlog1 << "Unable to play sound file " << soundID << std::endl;
} else {
channel = -1;
}
return channel;
}
// Helper. Randomly select a sound from an array and play it
int CMusicHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
{
return playSound(sound_vec[rand() % sound_vec.size()]);
}
void CMusicHandler::stopSound( int handler )
{
if (handler != -1)
Mix_HaltChannel(handler);
}
// Plays a music
// loop: -1 always repeats, 0=do not play, 1+=number of loops
void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
{
if (!sndh)
return;
std::string filename = DATA_DIR "Mp3" PATHSEPARATOR;
filename += musics[musicID];
musicMutex.lock();
if (nextMusic) {
// There's already a music queued, so remove it
Mix_FreeMusic(nextMusic);
nextMusic = NULL;
}
if (currentMusic) {
// A music is already playing. Stop it and the callback will
// start the new one
nextMusic = Mix_LoadMUS(filename.c_str());
nextMusicLoop = loop;
Mix_FadeOutMusic(1000);
} else {
currentMusic = Mix_LoadMUS(filename.c_str());
if (Mix_PlayMusic(currentMusic, loop) == -1)
tlog1 << "Unable to play sound file " << musicID << "(" << Mix_GetError() << ")" << std::endl;
}
musicMutex.unlock();
}
// Helper. Randomly select a music from an array and play it
void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
{
playMusic(music_vec[rand() % music_vec.size()], loop);
}
// Stop and free the current music
void CMusicHandler::stopMusic(int fade_ms)
{
musicMutex.lock();
if (currentMusic) {
Mix_FadeOutMusic(fade_ms);
}
musicMutex.unlock();
}
// Called by SDL when a music finished.
void CMusicHandler::musicFinishedCallback(void)
{
musicMutex.lock();
if (currentMusic) {
Mix_FreeMusic(currentMusic);
currentMusic = NULL;
}
if (nextMusic) {
currentMusic = nextMusic;
nextMusic = NULL;
if (Mix_PlayMusic(currentMusic, nextMusicLoop) == -1)
tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
}
musicMutex.unlock();
}